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Dragon
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Dragon

Disponible en

LCD HANDHELDS LCD HANDHELDS

Descripción

Todavía no hay descripción para este juego.

Carátulas (PAL / USA / JAP)

Capturas de pantalla

Sin capturas subidas todavía.

Mapas

Sin mapas subidos todavía.

Manual

Sin manual disponible todavía.

Trucos y secretos

Spectrum
The following routine kills off Willie and checks to see whether he can be resurrected.
Commodore 64
?&83 = followed by a number between 0 and 4
Truco
Aridree Ci.,pples Co. DOwn N. trevand 6T32 5AB
ZX Spectrum
no se requiere adaptador (QDWS-Shol)
ZX Spectrum
TAKE INVENTORY
Dragon
autorepeat keys
BBC Micro
20 PO RI =AtoBSTEPC
Commodore 64
Press shiftG at the keyboard to halt DIR display; press any key to resume
Truco
saltar para evitar a las calaveras, pulsar fuego para convertir en polvo a las manos huesudas, agacharte para esquivar a los murciélagos y saltar de nuevo para librarte de la moleta montañita
Truco
POKE 34037,167: Vidas Infinitas
Truco
POKE 42168,167: Energía Infinita
Truco
POKE 36635,1: Comenzaren el nivel 2
Truco
POKE 35733,172: Comenzar en el nivel 3
Truco
POKE 36685,2
Truco
POKE 35733,175
Truco
POKE 35734,249
Truco
POKE 35734,250
Truco
SLOBBERS
💡 Enviar un truco o secreto

Cargadores (POKEs y líneas BASIC)

POKE 38841,24 Juego más fácil
POKE 55181,0 Inmunidad
POKE 54317,61 Infinitas vidas
POKE 47372,n n-núm. de vidas
POKE 36315,24 Inmunidad a enemigos
POKE 37113,24 Inmunidad a caidas
POKE 35675,200 Supersaltos
POKE 24467,201 Juego más fácil
POKE 24256,170 Juego más fácil
POKE 41296,0 Inf. energía.
POKE 41968,201 Inf. tiempo.
POKE 35283,201
POKE 35305,0 Inf. tiempo.
POKE 35320,0 Inf. vidas.
POKE 37672,201 Inmunidad.
POKE 41296,0 Inf. energía
POKE 41968,201 Inf. tiempo
POKE 53801,201 No perder objetos
POKE 60298,201 Hambre
POKE 51181,24 Dinero
POKE 51186,1
POKE 51193,55 Todo gratis
POKE 50440,1
POKE 50437,1 Inf. vidas
POKE 41998,201 Inmunidad
POKE 42065,0 Inf. vidas
POKE 44610,201 No pasa el tiempo
POKE 40976,0 Siempre el primero
collision detection system
WAITTV LDA SFF03
ANDA *128
BEQWAITTV
POKEs have been removed since they are not necessary in this type of game; you can speed things up by shortening the wait loops if you wish. Defined functions have been used to calculate the card values and check for aces.
POKEing the ACIA registers
POKEs that put the Dragon into superfast
POKE 1024,608
2120 A=1536-4-N+PAGE
LINE NUMBER EXEC 20001
20 POKE 8,1-IFF22,(PEEK(8,1-IFF22)AND 6)
CLEAR 200,32340
10 FOR I=&117000 TO 8,1-1700E
20 READ AS
30 POKE 1,VAL("841")
40 -NEXT
50 DATA 1B,9F,1D,9F,1F.39,
60 DA TA 1B,9F,1D,9F,1F.39,
PMODE4,1SCREEN,0:EXEC32347
POKE $CB,0
'PENGUIN'
EXEC46756
POKE 65495,0
14 bytes of machine code that have appeared in many places including Dragon User (July's issue, under the deceptive title of "Loading Hex" for such an invaluable item)
• Turn the cassette motor on or off
• MOTOR ON
• MOTOR OFF
• Allows the motor of the cassette to be controlled by a program for creating special effects (see AUDIO)
• MOTOR ON 0.5272 secs
• MOTOR OFF 0.0005 secs
LOA-o.i57 STA 359 LEAS 2.S
10 PMODE4,1:SCREEN1,1:PCLS
Poke to clear set Function $FFC0 $FFC1 Display mode $FFC2 $FFC3 3 bit $FFC4 $FFC5 Pattern $FFC7 - $FFC6 $FFCE3 $FFC9 Display address $FFCA $FFCB offset $FFCC $FFCD steps ' 7 bit $FFC'E $FFCF pattern
POKE32000,INT(SC1256):POKE32001, SC-PEEK(32000)*256
10 BASIC LOADER PROGRAM
20 CLEAR 200,31799
30 FOR r=21000 TO 32654
CLS,PRINT
40 EXEC 40052
CS4AR IPOKE NT 20I,,A""J
EXEC (39512)
POKE 27,84H40
1 DATA 86,32,87,35,52,87,35,56
2 DATA 86,0F0317,35,57,86,3F,87
3 DATA FF,23,10
4
1 DATA 35,53,10,8E,07,013,10,13F
5D
8 EA,TA 35,58,8E,11,FF,86,AA,A7
6 D
0 0 A,T0A0 8,21,8
0 C,,B0 5F,FF,26,F9,10,BE
7 DATA 01,12,1F,20
18 DATA 86,20,137,04,10,8E,11,DF
89 D6A,TA
8 C10FF,1,20,386,04,10,E6,C6,86
10 DATA 69,C4,3F,5C,A7,20,31,A8
11 DATA E0,5A,26,F8,86,55,A7,20
12 DATA 30,01,7A,04,10,26,E1,8E
13 DATA 07,04,A6,00,81,AA,10,26
'speed up' pokes for the Dragon
how to discover pokes for changing program details
POKE 236,DISC TRACK(0-39), P0KE237.DISC
poke
POKE &FIFFDE1 ENTER
POKE 239,237
poke data to 65281-2
01 +12v 02 +I2V 03 HALT 04 NMI 05 RESET 06 E (c l oc k ) 07 D(c loc k /
POKE 114,65536-1000
Poke 8,H148,0
Poke 8,1-19B,32
LLIST
POKE 16,64
POKE 114,25
assesses Dragon programs.
Remove the Pokes in line 210 if your machine does not have a double speed capability.
POKE32562+I,X
POKE 27,&H7F : POKE 28,&HFF
CSAVEM "BASIC+ ", 31522, 32768, 31522
CLEAR 200,23329
CLOADM "BASIC + "
Excc
10 CLOADM : CLOAD.
MERGE "name"\n20 GOSUB 1000 ; REM SAVE\n1000 REM SAVE ROUTINE\n1010 LET PK' - PEEK 23636: LET PK2 - PEEK 23636: POKE 23635, PEEK 2C-627: POKt ZJ5J6, PEEK
HXEC
HHINI MFM
POKE 351,248 :REP SPEED OF LISTING
C230-255 GIVE BEST RESULTS
FOR D=8 TO 22 :READ NCODE :POKE 49152+D,MCODE :NEXT
POKE 774,0 'POKE 775,192 REM ALTER LIST VECTOR TO EXECUTE NEW CODE
DATA 72,165,197,201,4,240,250,201,5
DATA 308,8,165,251,133,162,165,162,48,252,104,76,26,167
POKE 2,23: * top left; POKE 2+31,23: * top right; POKE 2+32,23: crash warning; POKE 2+34,23: * bottom left
And a machine-code taster of Jeff Minters new Psychedelia to type in
A machine-code sound command for the green-screened beast courtesy of Wayne Smithson
Poke 32644,5
POKE 363, &H7F: POKE 364, &HDS
POKE 47,1
Poke &HFFD6,9
Poke location 1536 with 255
POKE 125,PEEK(157)-1:POKE 126,PEEK(157)+1
1050 HETURW
10BB Fosi^isaa TO 2049
10?0 P-PEEKCi)
IBS0 POKE l-Si-t.P
1030 NEXT
1108 RETURN
1110 F0HI-ia21 TO 153S
llZB P-P£EK(n
1130 POKE I'Sn.P
1150 RETURN
IIBB SCREEMB.l^COB l-2ia{
UM P-PEEKtl-lllJJ
U88 POKE J,P
1198 NEXT
1200 RETURN
ma scHEENBii FOB i=zn(
1220 P=P£EKtn
1230 POKE l--n]2,P
1240 NEXT
1250 SCREE N0,0
1368 RETURN
10 CLEAR 256,31999
20 FOR A=32768 TO 32768:READ H:POKE A,H:NEXT A
30 IF T<>7A9 THEN PRINT"DATA ERROR":STOP
40 DATA BE,7D,0C,BF,01,7A,S£,7E,B7,ai,79,39,Bl,SA,22,t4,Bl,4t,23,lB,BE,«l,A6,E6,
ei,Cl,CB,27,IB7,B0,41,aE,7D,2S,AA,B<>,39
90 DATA A3,BB,9i!,B5,A7,Be,B3,A0,B9,99,9A,95,Al,BB,9B,B7,A2,BF,AS,AB,AC,AD,A8,nE,
flF,9l
7000 BE7DBC
7DB3 E
7D06 E
7DeB E
7DIIB 3
7DBC E
7DaE 2
POKE eleven and a half
Exec 35996
1,081,680 on the 6Ie1 level
10 FOR N= 10010 TO B99B9 STEP 13 20 LET N$ = STR$(N):FOR F=1 TO B50LET P = P
DATA16,00,OB,06,00, 1D,FF,00
DATAOO,00,00,00,00,00,86,20
Poke 246, 255
Poke SHFFC5.0 Poke &HFFC3.0:Poka &HFFCO.0.
POKE &H167,&H7E
CLOADIN for a Basic program and LOAD for a machine code program. The compiler will check through tape until it finds the file, the name will be printed on the screen and an I/O Error will occur. You will then be just at the beginning of that program.
POKE 146,1
10 CLS: 15 CLEAR 255, 32379 20 INPUT "STARTEADDRESSEI";SA 30 LINE INPUT D$ 40 IF D$="" THEN GOTO 30 50 IF LEFTS(DS,1)="#" THEN END 60 S$ = LEFT$(D$,2) 70 POKE SA,VAL("8(H" +SS) 80 PRINTSA,LEFT$(D$,2) 90 DS= MIDS(DS,3) 100 SA = SA +1:GOTO 40
02030E11=15E6071=10 0900
10 PMODE4,1:PCLS:SCREEN1,1
POKE 65495,1
POKE 65494,1
POKE 29255,247: POKE 21260,95: POKE 29269,87: POKE
POKE 1763,0:POKE 1761,1:POKE 1763,W(1)
simultaneously press D-R-A-G-O-N while the loading screen is displayed

Disponible en

Ficha técnica

Año1982