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Forgotten Worlds +13DI   [2019]

Forgotten Worlds +13DI Released by :
Hokuto Force [web]

Release Date :
26 July 2019

Type :
C64 Crack

Videosystem: PAL only
Properties: Onesided

User rating:awaiting 5 votes (3 left)   See votestatistics

Credits :
Crack .... Wolf of Hokuto Force
Trainer .... Wolf of Hokuto Force
Original Supply .... Wolf of Hokuto Force
Linking .... Wolf of Hokuto Force
Bug-Fix .... Wolf of Hokuto Force
Docs .... The Overkiller of Hokuto Force, People of Liberty, Scene World Magazine
Test .... Brataccas of Hokuto Force
  Thunder.Bird of C64 Club Berlin, Hokuto Force, Mayday!
Help .... Comos of Angels, Onslaught


Intro used in this crack:
DownloadMinimalist by Hokuto Force

Download :
http://csdb.dk/getinternalfile.php/186561/FORGOTTEN_WORLDS +13DI.D64 (downloads: 284)

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by ZeSmasher on 29 July 2019
different trainers for P1/P2 is only useful when you play with Chuck Norris. But how hard you can cheat... he'll win anyway :)
User Comment
Submitted by hedning on 29 July 2019
Wolf: I completely missed the other one due to vacation. So no need to get paranoid. :D
User Comment
Submitted by Giulio/Wolf on 29 July 2019
I really don't see the point in merging trainers. Why don't give the ability to each player to decide if starting with e.g. the double shoot or unlimited zenny since it's allowed by the game code? Force them to have the same trainers enabled is not functional and it's wrong IMO. As I said, it's not about "Hey! My version is +99DGHIFM, yours suck!".....
About trainers counting, Yes, maybe there's an error here, but was not intentional. So, again, feel free to modify release title.
It's curious (suspicious?) that this discussion happened now and not when the first version was uploaded a while ago, they are the same, only IDE support has been fixed.
User Comment
Submitted by sailor on 28 July 2019
Hedning is correct about the double cheating. Different patchlocations does not add a +. At the Gamers Guide time many separated plr1/plr2 to gain mode ++++++;s but this was not popular. Personally(or lately) I do (I believe i do?) combine them since separate trainers does not often make sense, just adds another Y/N to press through.. and IMO it's not about gaining +++++;s its more about functionality. How often would you not use same trainer for both players... without knowing, I assume 900.000 and unlimited is practically the same ?. You could have removed unlimited in that case, or with unlimited boost up the dough with some 10.000s so you can buy the most expensive thing in the shop and add a note about it. But ok. too much text, sorry :)
User Comment
Submitted by hedning on 28 July 2019
Of course you can count as you want. I was only trying to help here, by pointing out the normal way to count trainers. I'll shut up now.
User Comment
Submitted by The Overkiller on 28 July 2019
Dox was my mistake, they're based on an old version and I forgot to update them, about the rest count the trainer in the way you prefer.
User Comment
Submitted by Giulio/Wolf on 28 July 2019
Official documentation included in the D64 says "+13". The summary posted by the Overkiller says +11 by mistake. I cannot edit it.
User Comment
Submitted by iAN CooG on 28 July 2019
Giulio: it's about consistency, the release states 2 different count on the trainers, hedning is just pointing out that there should be some appliance of rules on counting trainers to name the rels correctly.
Edit: I see hedning already said that while I was writing :D
User Comment
Submitted by hedning on 28 July 2019
Care or not care. You can call your release what you want. Seems the docs more correctly states +11 as well, so there is some inconstency within the release. I think it's quite important that we somewhat agree in the scene what we talk about. It has nothing to do with competing. It's about communication. :)
User Comment
Submitted by Giulio/Wolf on 28 July 2019
Well, if I have to be sincere... I don't care. If you wish, change release title to +10DI. For me personally, nothing change. I do these releases only for fun, not to compete with other groups or what else.
User Comment
Submitted by hedning on 28 July 2019
It's not nit-picking. It has been considered "double cheating" since the Gamer's Guide days.

Also changed mem locations has no impact when counting trainers. If a player looses lives by f.ex. getting shot or falling down, that might be two different memory locations to patch. Still not +2.

Extreme example of double training/cheating, when counting trainers: Mini Putt +38DH.
User Comment
Submitted by Giulio/Wolf on 28 July 2019
This sounds like nit-picking. If a trainer is different for P1 and P2, I mean you have to patch a different memory location, it should be counted as separate. If the trainer for P1 and P2 is the *same* memory location, like unlimited lives here, it's counted as one. At least this is what I always encountered here in other groups releases. My two cents.
User Comment
Submitted by hedning on 28 July 2019
Double trained. Start with 900000 zenny player 1 and the player 2 should only be counted once, and so on, f.ex. I would say this should count as a +10 really, not +13.
User Comment
Submitted by bugjam on 27 July 2019
This looks like a very neat version. Now I am curious if someone will pick up the challenge and fix the bugs that are left. :)
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