Aces of the pacific
To keep your pilots alive forever, make a copy of the ROSTER.DAT file before going on a dangerous mission. If you get killed, you can copy the file back and your pilot is resurrected – as though he had never flown the fatal mission. For example, to copy the file, change to the Aces directory and type: COPY ROSTER.DAT BACKUP.XXX To resurrect a pilot, change to the Aces directory and then type: COPY BACKUP.XXX ROSTER.DAT Make sure you copy the ROSTER.DAT file every time you successfully complete a mission.
Type ‘ZBACKDOOR’ when looking at the high score list.
You’ll get infinite lives and energy.
Start the game by typing in SOCCER -01142475549.
(Hold shift-key while entering the codes)
ddclip = no collisions
ddsesam = open doors
ddheal = repair hull and shields
ddweapon = all weapons
ddradar = radar on/off
ddgod = godmode
The saved game data is in the files named GAMEx.SAV in the SAVE folder. As the location of the weapons data will vary depending on when and where the game is saved, hopefully the following procedure will be successful. Using a hex editor with search capability, find the string “DirectPlayer” (without the quotes). Now count 297 bytes from the end of that string. This has worked on every saved game file tried, but it may not work in all cases.
A hex FF in the first byte (297 from “DirectPlayer”) enables any weapon if there is ammo for it.
The number of shots for weapon 1 is located in bytes 33 and 34.
The number of shots for weapon 2 is located in bytes 49 and 50.
The number of shots for weapon 3 is located in bytes 41 and 42.
The number of shots for weapon 4 is located in bytes 25 and 26.
The number of shots for weapon 5 is located in bytes 45 and 46.
The number of shots for weapon 6 is located in bytes 17 and 18.
The number of shots for weapons 7 and 9 is located in bytes 53 and 54.
The number of shots for weapon 8 is located in bytes 29 and 30.
The number of shots for weapon 0 (10) is located in bytes 21 and 22.
These can be maxed out to 65,535 shots with hex FF FF.
Also, any level of the game can be accessed (if no better way can be found) by simply renaming the first level, M1.CAN to something else, copying the desired level file (level files are named M1.CAN through M25.CAN) to M1.CAN, then beginning a new game. Of course when the level is completed, the game will start the regular level 2.