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This page is dedicated to finding the differences between two versions of the
same game, namely PowerSlave or Exhumed.
On the agenda:
This is a game on the engine of Duke Nukem 3D (used only in the PC version!), Where the game acts as another fighter against evil - Jon, who was sent to Egypt to deal with the influx of wickedness there.
The game is published under the following platforms: Sega Saturn, PlayStation and, of course, PC. It is regrettable to observe all three versions differ as heaven and earth from a completely different level and ending with the engine (Sega Saturn, for example, had the engine is very similar to the first engine Quake, moreover, in addition dynamic lighting). Go into details, I will not - who wants to can read myself somewhere here: Powerslave (by the way, there is very detailed painted everything associated with differences versions for different platforms). Here we will consider only the differences of the two versions of this game came out on the PC.
As already mentioned, there are two versions of the game came out on PC (in brackets, where he published under that name):
This difference is probably due to the existence of the musical group PowerSlave in Europe. A similar situation was at Capcom, when they decided to publish his game BioHazard outside of Japan, and they had to change the name to Resident Evil, because BioHazard name rigidly held some musical group.
For a start I will say this - the differences between these two versions (Exhumed and PowerSlave) are irrelevant. To who did not say - do not believe it - it is one and the same game. Both of these versions, except for the name and cover different ... only .EXE file! Can not believe it, but it's true.
So, since this line goes full comparison (byte) of all files of both versions of the games.
"Let's go!" © Yuri Gagarin
In this case:
Files of 1. and 2. are the same as their counterparts, only slightly better sound (without explicit noise).
What's really funny - in an executable file ("EX.EXE") none of these 10 files (their names). Ie added to the archive them, but the game they are not used.
; Setup File for EXHUMED
In PowerSlave:
; Setup File for POWERSLAVE
Play these lines are not checked - because this comment (line beginning with a ';'). The difference, as you know, purely cosmetic.
Exhumed: "EX.EXE" - 825314 bytes
PowerSlave: "PS.EXE" - 818,966 bytes
What are the differences within them, alas, without the source code anyone hardly will undertake to say. But they are. Funny thing - I thought that if "EX.EXE" rename "PS.EXE" (or vice versa), you can get a second version. Kheh, it was not.
Also, differences were found in the files "MENU.EXE" (SETUP to this game - adjusts the sound management, screen resolution, etc.):
Exhumed: "MENU.EXE" - 313,267 bytes
PowerSlave: "MENU.EXE" - 406,173 bytes
What could such a banal SETUP'e, almost 100 KB change - even kill, I do not know ...
PowerSlave, unlike Exhumed, the disc contains a "README.TXT" file with a small a manual on how to run the game (from the file shows that this publisher (Playmates) took care).
More differences exist in the files "INSTALL.EXE":
Exhumed: "INSTALL.EXE" - 262240 bytes
PowerSlave: "INSTALL.EXE" - 252981 bytes
CD-game disks have the following volume label (Volume Label):
Exhumed: EXHUMED
PowerSlave: PWRSLAVE
AudioCD tracks identical - watched and listened through ExactAudioCopy - playing time and size are the same.
So ... all the other resources in both games - identical! Ie archive "STUFF.DAT" for both games contains both logos Exhumed, and PowerSlave. All differences are only in the .EXE files. Thus, when loading "EX.EXE" see the logo "BMG Interactive", and if "PS.EXE" - "PIE (Playmates Interactive Entertainment)" (because different publishers). And, of course, all images will be replaced with the word Exhumed on PowerSlave.
As can be seen - it is one and the same game. Except for a couple of nuances. For fun, I even went training and first level in Exhumed (before that I was PowerSlave) - no difference I have not found.
In fairness it should be noted that the Exhumed - this modified version PowerSlave. The fact that Exhumed released a few months later (see. Hot keys below for the date and time of the assembly of the game) for which the game had a bit of polish. So, for example, at the end of the executable file is no more debug information that may someday help to restore the source code of the game, and after a victory over one of the bosses (Set) from his corpse fly soul, which in PowerSlave not.
So if you just want to play not bothered on what version put, it is best to choose Exhumed. Just historically, that my hands once upon a time was CD-ROM is a PowerSlave, therefore, before the climb into all these technical details, I found that both of these games are identical to each other.
But DEMO-versions of these games differ quite substantially.
PowerSlave DEMO: unlike their European counterparts contains 4 full first level, as well as working cheat-codes.
Files:
Exhumed DEMO: only 1 first level (although there are files 2 and 3), as well as not working cheat-codes.
Files:
Other differences
Everything else in the DEMO-versions - one and the same. Moreover, just throwing EX.EXE to PS.EXE (because the latter are more files - those 7 pieces, without which it does not work) has ensured that both versions of the game have worked on one STUFF.DAT archive.
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Grenades fly to the right place, not under your feet! Alas, to the full version of the game protagonist almost forgotten how to throw their ... |
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7 no weapon - instead stick that in a normal game is only available after a hero gets green balloon released mummy. |
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Spiders are not red, and brown, even more flesh-colored. |
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Another logo from the publisher PIE. |
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Have a background in the menu (see. The gallery below). |
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This is the pointer to the menu has changed a bit, too, but the main character's death scene and monsters were not so bloody. |
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Although BETA only two levels (this is the first normal levels of the game - they are simply much altered, but some moments are recognized at once), but the card is full and, in contrast to the full version, more than a clear and on the first screen (the bottom) in the riverbed ... "Lone White Sail" (see. gallery). |
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There are two onscreen F1, which describes the cheat-codes ALT + G (immortality) and ALT + W (all weapons) - the full version of their removal. But ALT + C (See below.) Still works. |
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Files with the sounds .VOC renamed .GRR and encrypted with the
same algorithm as the text (See below.) - A logical operation
"Not".
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Command line and cheat-codes for the game. Some of the described here for the first time published on the Internet. All described below was tested only on full versions of games - to check BETA DEMO and there was no time, and did not particularly like somehow. Oh, and unless otherwise stated, it is possible to specify multiple keys.
Key | Description (which does) |
---|---|
/ Nocreatures | At levels not be enemies. I do not know how to play safely with this key - because if there are levels where you must destroy enemies to advance to the next, they become impassable. |
/ Nosound | Disable all sound effects (CD-music still plays). |
/ Record | Writes the passing game in the file "DATA.VCR". |
/ Playback | Plays a recorded file "DATA.VCR". |
/ Null / Modem / Network |
Must specify only one of these keys - Start the game through the network or other communication protocol (if I'm not mistaken: null-modem, and IPX). |
/ H | Runs the game in the "Hi-Res" mode - 640x400 resolution instead of 320x200 regardless of the settings selected in the Setup (by the way, there is a mistake - written 640x480 instead of 640x400). |
/ S # | # - This should be a number. What does - is unknown. |
/ T # | # - This should be a number. What does - is unknown. However, if you do not write a number, then the game will be only one life to pass level instead of 3, and the status bar will be covered with textured bottom by default - that is, nor health, nor ammunition, nor anything else will not see - like this (62.125 bytes). |
/ #
|
# - Is the number of levels;
game starts immediately with him, letting all the screens logos
and intro.
Continue in this mode, you can not.
Possible values: 0 (training), 1-20 (Solo), 21-32 - levels for multiplayer gaming. Note: Keyless / CDOFF or patch nocd-game hangs with the "black screen" out of which - the key ESC! |
/ Cdoff |
This means "CD off".
Roughly built noCD.
It helps if the game does not see your drive.
Ie
it will start, but if the disk is in the ground in a row CD / DVD
drive, the music from it will still play without any problems.
The Council is the same as for setting noCD: do not forget to copy
the file "BOOK.MOV" from the disk directory to the game, otherwise
it will not videos.
Separately, it should be noted that Exhumed will still require
MSCDEX-compatible driver (in DOSBox it is enough to mount a disk
image or a real CD / DVD-ROM).
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In "INSTALL.EXE" on the CD-ROM also has command line options - just two: / nocd and / nocopy. The first allows the installer to run even from a CD-ROM (though I still install interrupted with an error), and the second does not allow you to copy files - just create the destination directory during installation and all - this completes the installation.
Now gradually move on to other things - cheat-codes. All codes are entered during game play in the lower register.
Code | Action |
---|---|
KIMBERLY |
Displays the inscription "HI SWEETIE, I LOVE YOU" - should be the message of one of the developers of your favorite girl. Everything would be great if instead of this message developers to test the remaining codes work - then we would no errors (see. Below). By the way, I'm nowhere on the Internet did not find mention of this code, as He, like others, is encrypted resource game - further details in the text. But, unlike the other codes, the developers about it, of course, never wrote (and, I suspect, not even all of them knew of its existence).
Guess who is the author of "Easter eggs" is not necessary - in
the credits of the game are mentioned only two people
responsible for programming - probably one of them (probably the
first):
John Yuill (Game Programming) Paul Haugerud (Additional Programming) |
LOBOLITE |
In theory, should display the inscription "FLASHES TOGGLED", however, due to a bug in the game code, displays "SNAKE CAM ENABLED" from the code below. What does - is unclear. On the Internet, found two descriptions: one (the most common) argues that the code should turn on / off the flash when gunfire and explosions, and more - that the code enables / disables the lighting in dark parts of the level. Neither is wrong - it is checked. So that the action code is not known. |
LOBOSNAKE |
The same code, which was supposed to display the inscription "SNAKE CAM ENABLED", however, due to an error in the code of the game does not output anything, so know it is working or disabled, you can only check the operation of weapons under the number 6 - snakes. When used with the code after the shot, the camera moves to the head of the snake released and allows you to see into someone she flies. |
LOBOSPHERE |
The code should display the inscription "FULL MAP" ... And so it works - shows the whole map, but you can not turn it off. |
LOBOCOP |
All weapons and 99 rounds of ammunition for each of them. |
LOBODEITY |
Enable / disable immortality. |
LOBOPICK |
All keys. |
LOBOSLIP |
Enables / disables the passage through the walls (noclip). |
LOBOSWAG |
All items. |
LOBOXY |
Enables / disables the display of the current coordinates and the FPS (frames per second). |
HOLLY |
Includes such utter console. To get out of it - you just need to press ENTER, when the line set is empty. Codes that can recruit there (after dialing, just press ENTER): GOTO X, Y - moves the current level to the point with coordinates X and Y; coordinates can see using the previous code; For example, if the first level dial "GOTO 31000,22000" (without the quotes), then the player will be moved to the beginning (by the way, this code also references on the Internet is not found, although it is written in plain text within the executable file of any of these games ). LEVEL ## - moves to the specified level, where ## - the number from 01 to 32 (all levels above 20 - for online play). DOORS - opens all the doors, however, also activates the trap (I suspect that simply enables all triggers). EXIT - to complete the current level. CREATURE # - create a monster, where # - his number from the list: 0 - Anubis 1 - Spider 2 - Mummy 3 - Piranha 4 - Bastet 5 - Magmantis 6 - Ammit 7 - Set 8 - Kilmaatikhan 9 - Kilmaat Sentry 10 - Kilmaat Sentry 11 - Omen Wasp 12 - Selkis 13 - Rat |
I also want to talk about how to find the options and codes. Well, with the keys still simple - just skip through the game's executable file disassembler. But with codes more interesting - the fact that in each of these games have a place inside the executable file with the encrypted lines. While I crawled back and forth by the code of the game, finding that there are interesting, I often ran into some lines that looked like gibberish. Once my eyes once again caught such a line - curiosity got the better of laziness and I looked inside the file to see what there is. Nothing interesting, except for a set of meaningless symbols, I have not seen, but I was confused by the fact that references to these lines are often found close to the reference line at EOF - is known abbreviation for "End Of File" (end of file). A program listing of the disassembler it was clear that all of these lines are moving one after another, until you find the desired or until the line is not equal to EOF. Ie it turned out that the game checks all these lines until it hits the last - EOF. All lines follow each other and end up on the symbol 0 (ASCIIZ-line), the latter should be "EOF \ 0". Hence all at once it became clear - a little walking up to the place where were these lines, I found where they end up - and, indeed, in the end turned out to be three bytes before and after whom was 0 - $ BA, $ B0, $ B9. Knowing that this capital letters "E", "O" and "F", I write them bit representation, saw at once that all bytes simply been applied operation "Not". After that, I wrote a decryptor all these lines, and inside had already seen the codes and everything else.
This interpreter and invite all to download - in encrypted string game stores not only the codes, but also the message that they should withdraw, as well as the rest of the text from the game:
The archive contains the source code for Delphi7 / TP7, as well as two executable files - one for DOS, the second for Windows. All sections for convenience after decryption are enclosed in square brackets - like this: "[END]". The program works with both versions of the game, including their DEMO, and with the BETA version PowerSlave (there is a slightly different format) - the last three can be found here: RTCM - Files - Shareware Powerslave .
Finally it must be said about the couple, perhaps someone unknown keys:
ALT + C - toggles between species "third-person" and "eyes".
ALT + V - indicates the version (date) of the game:
F7 and F8 - reduce and increase the sensitivity of the mouse; somehow configure the Setup These keys can not, although they reserved two keywords Mouse_Sensitivity_Up and Mouse_Sensitivity_Down for use in the file "SETUP.CFG".
F11 - switches the brightness from 1 to 5 in a circle; at a value of 5 becomes even do not need a torch - because walls in dark places become bright as here (43.719 bytes).
More needs to be the key for screenshots, but I tried all the known combinations, so it never found, leaving them had to do it through DOSBox. Judging by the program code must be written in files with names "captxxxx.pcx", where xxxx - this seems to be a number between 0000 and 9999.
Collected here are images that have been removed from the game resources of special converters. No PrintScreen - only original quality.
Special thanks for the help mate Axsis'u graphics from Sega Saturn version!
PowerSlave / Exhumed / Seireki 1999: Pharaoh no Fukkatsu (Sega Saturn)
Menu background (Powerslave) (30.524 bytes).
Menu background (Seireki 1999: Pharaoh no Fukkatsu) (26.885 bytes).
Menu background (Exhumed) (30.072 bytes).
Ezra Dreisbach * (52.315 bytes).
Logo Lobotomy Software, Inc. (29.427 bytes).
Logo BMG (Exhumed) (1,868 bytes).
Logo PIE (Powerslave) (2,714 bytes).
Statistics screen? (11.886 bytes).
PowerSlave (PlayStation)
Menu background (40.126 bytes).
Map layers (278.670 bytes).
Download screen level (32.560 bytes).
PowerSlave (PC, BETA)
Menu background (21.843 bytes).
Map layers (349.658 bytes).
Logo PIE (3,203 bytes).
Help screen 1 (22.446 bytes).
Help screen 2 (21.811 bytes).
PowerSlave / Exhumed (PC, Retail)
Note: The resources are marked "*" in the game there, but never used.
Menu background (Powerslave) * (29.160 bytes).
Menu background (Exhumed) * (20.852 bytes).
Map layers (350.713 bytes).
Logo Lobotomy Software, Inc. (25.347 bytes).
Logo PIE (Powerslave) (2,863 bytes).
Logo BMG (Exhumed) (2,031 bytes).
Help screen 1 * (35.214 bytes).
Help screen * 2 (39.624 bytes).
In the game, as you know, the screensaver is designed as a movie ("BOOK.MOV"), but in the early stages of development, probably just displays the text between the levels with the slides in the background. Slide number 4 in the game is still used as a screen saver, when the player has come to an end all of life.
Slide 1 entry * (34.861 bytes).
Slide entry * 2 (44.329 bytes).
Slide entry 3 * (32.997 bytes).
Slide entry 4 * / GAME OVER (40.477 bytes).
Slide entry 5 * (35.393 bytes).
Slide entry 6 * (41.809 bytes).
Slide entry 7 * (25.765 bytes).
Slide entry 6 * (26.079 bytes).
Slides that appear between some levels with the text of the story. Not sure whether the slide 6 (bad ending) because last level strongly zamorochenny to check I was not able (to get the bad ending to kill the leader and, apparently, keep at least one of the 15 towers (Towers) is not destroyed).
Slide 1 History (36.417 bytes).
Slide 2 stories (46.034 bytes).
Slide 3 stories (22.149 bytes).
Slide 4 stories (31.361 bytes).
Slide 5 stories (2,496 bytes).
Slide 6 stories (23.766 bytes).
Slide 7 stories (15.748 bytes).
In general, the resources of games is very easy to get, because PC version uses engine Build, and therefore most of the tools designed to Duke Nukem 3D and suitable for these games. For example, the extractor "DUKE3D.GRP" suitable to extract the files from the "STUFF.DAT".
One of the unconventional resources - a video file "BOOK.MOV". Should immediately be noted that this format has nothing to do with .MOV files QuickTime. Almost completely disassembled it - here is a brief description of my research:
Exhumed (PowerSlave) for PC "BOOK.MOV" video file description
If someone is able to parse the format to the end - write, complementing documentation.
For example, the first frame (18.340 bytes) extracted as described herein.
And this is - decoder source code in C, though not complete (do not know what answer data from the header):
Exhumed (Powerslave) "BOOK.MOV" video decoder (7590 bytes)
This utility modifying executable files mentioned games, thus allowing to add some features in modern games. For her writing, I had to learn not only the code of the game, but the source code of Duke Nukem 3D, which uses the same engine Build, only slightly improved. The main idea of this program was to make a control of the game the same as in the Duke Nukem 3D, so you can safely play without pinching, like a octopus, a bunch of keys at the same time (run, strafe, a review of the mouse, etc.).
So, what can the program:
Revert [Run] logic (always run)
The player will always run, run until the key is not pressed (the logic of this key is reversed), ie, now do not need all the time to keep this key pressed.
Always [Mouseview]
Overview of the mouse will always be included - no need to keep all the time key "Mouseview". I note that the code review mouse awful - not only that the game is constantly trying to align the center of the eye, and an overview of left / right mode is enabled Strafe (See below.) Causes the mouse to move the player to the left / right instead of turning, so more and manage eyes could not while driving back and forth! Had pretty tricky to fix this mess. Now everything is fine.
Revert [Strafe] logic (always strafe; faster than strafe left / strafe right)
The game has a curve code to handle buttons and Strafe_Left Strafe_Right, resulting in motion with their help, even slower than Strafe + Turn_Left / Turn_Right. So I decided that the mode is enabled Strafe not prevent - the player will move faster.
/ CDOFF always enabled (nocd)
This patch sets the flag include parameters / CDOFF on the command line, ie, game will not require a CD-ROM to run, as well as for Exhumed disables driver MSCDEX.
The program is very simple: numbers from [1] to [X] choose the desired action.ENTER - save and exit, ESC - exit without saving changes. Sign [] means that the patch is disabled (the game runs as in the original), and the sign [!] - On the contrary, that the patch is included.
Exhumed / Powerslave DeHacker v1.0 (8023 bytes)
The archive contains the source code for TP7 (in general, the game under DOS ...), as well as the executable file for DOS.
I tried to make the code shorter and more simple, so that everyone could add there your changes.
Before starting the program it is necessary to put in the directory of the game!
Because these games are nothing significant except executables, not different, then why those who have PowerSlave, do not get hold of and also Exhumed and vice versa?
So, rejoice - a complete set of fan:
1) Download the game here: Exhumed - disk image .NRG (208 MB) with music (much, by the way, good) or there can take castrated version (13 MB), but without the music.
2) File ps_vs_ex.zip (1210492 bytes)
Contains both versions of the executable files: "PS.EXE", "EX.EXE", a pair of "INSTALL.EXE" and "MENU.EXE" for each version, and the "README.TXT" from PowerSlave.
3) To download the noCD Exhumed / PowerSlave DeHacker from section above.
Among other things noCD helps run the game without the requirement to stick the disc while it is already there in the virtual drive (game, for some reason, does not see it). I note that after applying noCD game stops require disk and run, but the music will still be (if any disk, of course)!
After applying noCD do not forget to copy the disc to the catalog file for the game "BOOK.MOV".
Installation is very simple: mount the image of the game, copy, everything that is there, but the file "INSTALL.EXE" in some directory (it should still file for us "INSTALL.EXE" to do, but it is under XP, anyway, for some reason can not properly determine where the hard drives), and then download the file with both versions and, in principle, we are there only file "PS.EXE" (the others - as a makeweight for those interested), which throws in the same directory . Then use the program noCD Exhumed / PowerSlave DeHacker. Everything. Now if you run the "PS.EXE" will play PowerSlave, and if "EX.EXE" - in Exhumed. Jędrzej.