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First post, by Akuma

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Rick Dangerous (1989) +8 Trainer

RICKTRN.PNG
Filename
RICKTRN.PNG
File size
20.74 KiB
Views
2604 views
File license
Fair use/fair dealing exception
  • highscore saving
  • control/key configuration
  • load and save game
  • level skip

Now let's see some speed runs 😀

Filename
RICKTRN.ZIP
File size
2.17 KiB
Downloads
150 downloads
File license
Fair use/fair dealing exception
         RICK DANGEROUS  +8 TRAINER

Do you have have serious issues with the
unfair deaths in this game?

How about some training wheels :)

F1 unlimited lives
* life counter is kept at 6 (refreshes on death)
* press again to deactivate (double beep)

F2 unlimited bullets
* bullet counter is kept at 6
* press again to deactivate (double beep)

F3 unlimited dynamite
* dynamite counter is kept at 6
* press again to deactivate (double beep)

F4 skip to next level
* only use this when you start a new game

F5 save game
* saves a game at the last mark
* savegames differ per video mode
* files: RICKEGA.SAV, RICKCGA.SAV, RICKTND.SAV

F6 load game
* loads a game

F7 fly
* use 'up' to move to a higher position
* bullet/dynamite do not work
* flying deactivates at random
* press again to deactivate (double beep)

F8 die
* decrements a life and start at last marker

If you get stuck somewhere using this trainer
you can use:
* F8 to die
* E to END a game
* ESC to quit

Extra's:

* You can use 'C' during setup to redefine the
controls. These will be saved in 'RICKTRN.CFG'
and loaded each time you run this trainer.

* Highscores are saved in RICK.HSC, and is
loaded each time you run this trainer.

That's it!

Reply 1 of 15, by keropi

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You can use 'C' during setup to redefine the
controls. These will be saved in 'RICKTRN.CFG'
and loaded each time you run this trainer.

AMAZING

🎵 🎧 PCMIDI MPU , OrpheusII , Action Rewind , Megacard and 🎶GoldLib soundcard website

Reply 2 of 15, by konc

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Excellent! Thank you! I imagine many will revisit this really frustrating game for revenge. I, for once, will see past the 3rd level.
btw I played it so much back then that I got used to the ZXOK keys and they never seemed weird to me. Same for QAOP, both combinations were more common in home computers but they found their way into some pc games of the era. But I understand why everyone not used to them would want to change them.

Reply 3 of 15, by keropi

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ZXOK QAOP etc all suck for pc games... 🤣
I could never get used to them, even on home computers they are a very poor choice - unless there is a reason to use these like the kb matrix allowing them to be pressed together or something

🎵 🎧 PCMIDI MPU , OrpheusII , Action Rewind , Megacard and 🎶GoldLib soundcard website

Reply 4 of 15, by VileR

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Outstanding job!

IIRC I had a "pre-trained" hack of Rick somewhere, and that's the only way I was able to see the later levels. But this one is infinitely better - save/load, custom controls, high score saving... well done!

[ WEB ] - [ BLOG ] - [ TUBE ] - [ CODE ]

Reply 5 of 15, by Shreddoc

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Excellent, thanks for doing this. It's inspired me to put our old friend Richard "Durable" Dangerous here, onto my DOS gaming to-do shortlist.

Here. The only other feature I can suggest:

Rick-Dangerous.jpg
Filename
Rick-Dangerous.jpg
File size
48.92 KiB
Views
2518 views
File license
Fair use/fair dealing exception

Reply 7 of 15, by Iris030380

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Akuma wrote on 2022-03-30, 13:32:
Rick Dangerous (1989) +8 Trainer RICKTRN.PNG […]
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Rick Dangerous (1989) +8 Trainer
RICKTRN.PNG

  • highscore saving
  • control/key configuration
  • load and save game
  • level skip

Now let's see some speed runs 😀
RICKTRN.ZIP

         RICK DANGEROUS  +8 TRAINER

Do you have have serious issues with the
unfair deaths in this game?

How about some training wheels :)

F1 unlimited lives
* life counter is kept at 6 (refreshes on death)
* press again to deactivate (double beep)

F2 unlimited bullets
* bullet counter is kept at 6
* press again to deactivate (double beep)

F3 unlimited dynamite
* dynamite counter is kept at 6
* press again to deactivate (double beep)

F4 skip to next level
* only use this when you start a new game

F5 save game
* saves a game at the last mark
* savegames differ per video mode
* files: RICKEGA.SAV, RICKCGA.SAV, RICKTND.SAV

F6 load game
* loads a game

F7 fly
* use 'up' to move to a higher position
* bullet/dynamite do not work
* flying deactivates at random
* press again to deactivate (double beep)

F8 die
* decrements a life and start at last marker

If you get stuck somewhere using this trainer
you can use:
* F8 to die
* E to END a game
* ESC to quit

Extra's:

* You can use 'C' during setup to redefine the
controls. These will be saved in 'RICKTRN.CFG'
and loaded each time you run this trainer.

* Highscores are saved in RICK.HSC, and is
loaded each time you run this trainer.

That's it!

Firstly, CHEATING is for noobs.

Secondly, Rick series are some of the best games out there of the era. RIDICULOUSLY taxing, unfairly so. Which makes them even more fun. I can't believe it was 1989! I didn't play them until the late 90's on PC, through emulation. Though I played the first game on CPC464. Took me months to finish. That was the JOY!

*STOP CHEATING*

The older we get, the more prone to memory eating diseases and dementia. Perhaps the cure is in Rick Dangerous. Remember those dodgy jumps, those soul wrenching invisible traps. It's a memory game. Motor skills required. Stay young, play pure.

I5-2500K @ 4.0Ghz + R9 290 + 8GB DDR3 1333 :: I3-540 @ 4.2 GHZ + 6870 4GB DDR3 2000 :: E6300 @ 2.7 GHZ + 1950XTX 2GB DDR2 800 :: A64 3700 + 1950PRO AGP 2GB DDR400 :: K63+ @ 550MHZ + V2 SLI 256 PC133:: P200 + MYSTIQUE / 3Dfx 128 PC66

Reply 8 of 15, by MMaximus

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Thank you for making this! I bought the game at the time of release and even though it was way too difficult and not as good a port as the Amiga or Atari ST version, I still really enjoyed it and I have fond memories of it. Funnily enough I decided to hex-mod it for infinite lives a few months ago so I could finally attempt finishing it. Your version is very welcome as it has loads more goodies than just infinite lives though 😁

Hard Disk Sounds

Reply 9 of 15, by Ekb

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Does this work for sure?
I run Ricktrn.exe and then it runs rick.com (size 3535 bytes) and everything is fine. The left-right-up-down keys work fine.

But real computer 286 halted if i press F1-F6. Also before it hangs - just beep endlessly.

Does anyone have it working on a real computer?

Reply 10 of 15, by Akuma

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Hmm...I think I tested it on the MiSTeR, but I can't remember tbh

I have little time as of late, so it's in the queue along with a small surprise feature that would complete this project. But its going to be a while before I have some spare time to implement it.

If you find a chance to test it on any other hardware where it fails, let me know.

Thanks for the report

Reply 11 of 15, by konc

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Ekb wrote on 2022-06-01, 15:22:
Does this work for sure? I run Ricktrn.exe and then it runs rick.com (size 3535 bytes) and everything is fine. The left-right-up […]
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Does this work for sure?
I run Ricktrn.exe and then it runs rick.com (size 3535 bytes) and everything is fine. The left-right-up-down keys work fine.

But real computer 286 halted if i press F1-F6. Also before it hangs - just beep endlessly.

Does anyone have it working on a real computer?

Yes, I tried it on a 386 and it does work. I don't know if there are multiple versions/file sizes but if it's needed I can look up my rick.com.

Reply 13 of 15, by Ekb

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I guessed the reasons: 32 bit is used in the code.
It is possible to change in ASM source instead of .386 to .86 ?

Last edited by Ekb on 2023-02-24, 09:11. Edited 2 times in total.

Reply 14 of 15, by Ekb

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Akuma wrote on 2022-06-02, 11:32:

I have little time as of late, so it's in the queue along with a small surprise feature that would complete this project. But its going to be a while before I have some spare time to implement it.

your program uses code 386
please, recompile to 8088 code?

Reply 15 of 15, by i386

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Akuma wrote on 2022-06-02, 11:32:
Hmm...I think I tested it on the MiSTeR, but I can't remember tbh […]
Show full quote

Hmm...I think I tested it on the MiSTeR, but I can't remember tbh

I have little time as of late, so it's in the queue along with a small surprise feature that would complete this project. But its going to be a while before I have some spare time to implement it.

If you find a chance to test it on any other hardware where it fails, let me know.

Thanks for the report

I've looked your code with my old IDA disasm for DOS (3.xx version) and I found 4 conditional jumps with
exceeding limit (for 8086-286 +127/-128 bytes, for 386+ all segment). And the one push 0x00 instruction,
that doesn't support on 8086/88 CPU.

For making universal code for all CPU's, needs to replace jxx to combined code, for example:

original
--------------------
jz L_01
...
...
...
L_01:
---------------------

new
--------------------
jnz L_02
jmp L_01
L_02:
...
...
...
L_01:
------------------

and push 00h to

mov AX, 00h
push AX

for easier locate problem spot, just tune your assembler to 8086 CPU, and assembler
will give error messages.