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pwrslave.png; 269x41; 4,486 b
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Who said white man can't jump?
© Jon (PowerSlave / Exhumed)
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On the agenda:

  1. What's this all about?
  2. PC versions
  3. What are the differences between the two versions?
  4. Comparison of versions
  5. What's the bottom line?
  6. DEMO versions
  7. Keys and codes
  8. Gallery
  9. Bonus (for fans only)!


What's this all about?


This is a game on the engine from Duke Nukem 3D (used only in the PC version!), where the player acts as the next fighter against evil - Jon'a, who was sent to Egypt to deal with the influx there of honor.

The game was released under the following platforms: Sega Saturn, PlayStation and, of course, PC. It is regrettable to note all three versions different as the sky and the earth from completely different levels to the engine (Sega Saturn, for example, had an engine very similar to the engine of the first zuake, and even in addition dynamic lighting). I will not go into details - anyone wants to, can read somewhere here: PowerSlave (by the way, there is a lot of detail all that is associated with the differences of versions under different platforms). It will also look at the differences of only two versions of this game released on the PC.



PC versions

As mentioned, there are two versions of the game released on the PC (in brackets it is specified where it was published under this name):

This distinction is probably related to the existence of the music group PowerSlave in Europe. Capcom had a similar situation when they decided to publish their bioHazard game outside of Japan and had to change their name to Resident Evil because the name BioHazard was hard held by some band.

The game was also released in Japan under the name Seireki 1999: Pharaoh no Fukkatsu (only on Sega Saturn) - but this is a rare edition and I have never seen it. In English, the name translates roughly like this: 1999 A.D.: Revival of Pharaoh.



What are the differences between the two versions?

To begin with, the differences between the two versions (Exhumed and PowerSlave) are completely inconsequential. Whatever anyone says - don't believe it - it's the same game. Both of these versions, except for the name and cover, differ... Only .EXE file! You may not believe it, but it is.

So, starting with this line is a complete comparison (by by bybyts) of all files of both versions of the games.

"Let's go!" © Yuri Gagarin



Comparison of versions

  1. The first thing we pay attention to at once is the different size of the files "STUFF.DAT" (this archive contains all the game's resources: sounds, textures, levels, etc.). So, exhumed as opposed to PowerSlave, in "STUFF.DAT" were added the following files:

    • JON-HIT3.VOC
    • JON-T-1.VOC
    • JON-T-2.VOC
    • JON-T-3.VOC
    • JON-T-4.VOC
    • JON-T-5.VOC
    • JON-T-6.VOC
    • JON-T-7.VOC
    • JON-T-8.VOC
    • VATR_GO.VOC

    At the same time:

    1. JON-T-?.VOC are analogues to the JON_T_?.VOC
    2. JON-HIT3.VOC are analogues to the JON_HIT3.VOC
    3. VATR_GO.VOC is fully identical to what is already in the MOVESTRT.VOC (why do another file?..)

    Files from 1. and 2. same as their counterparts, only a little better sound (without obvious noise).

    The funny thing is in the executable file ("EX.EXE") does not have any of these 10 files (their names). That is, they were added to the archive, but they are NOT used by the game.

  2. Let's move on. Exhumed the first line "CONFIG.CFG" file:

    ;Setup File for EXHUMED

    In PowerSlave:

    ;Setup File for POWERSLAVE

    The game does not check these lines - because it is a comment (the line begins with the ';' symbol). The difference, as is understandable, is purely cosmetic.

  3. Executable files

    Exhumed: "EX.EXE" - 825314 bytes

    PowerSlave: "PS.EXE" - 818966 bytes

    What are the differences within them, alas, without their source code anyone is unlikely to take to say. But they are. Funny thing - I thought if "EX.EXE" renamed "PS.EXE" (or vice versa), you can get a second version. Huh, it turned out not.

    There are also differences in the "MENU.EXE" files (this is SETUP tool for the game - adjusting sound, control, screen resolution, etc.):

    Exhumed: "MENU.EXE" - 313267 bytes

    PowerSlave: "MENU.EXE" - 406173 bytes

    What could be such in the banal SETUP, almost 100 KB to change - even if you kill, I do not know...

  4. CD-ROM discs

    PowerSlave, unlike Exhumed, contains a "README.TXT" file on the disk. With a little manual on how to run the game (from the file you can see that this publisher (Playmates) took care of).

    There are also differences in the "INSTALL.EXE" files:

    Exhumed: "INSTALL.EXE" - 262240 bytes

    PowerSlave: "INSTALL.EXE" - 252981 bytes

    Game CDs have the following Volume Label:

    Exhumed: EXHUMED

    PowerSlave: PWRSLAVE

    AudioCD tracks identical - watched and listened through ExactCopyAudio - the sound time and size were the same.



What's the bottom line?

So here we are... All other resources in both games are identical! That is, the archive "STUFF.DAT" for both games contains both Exhumed logos and PowerSlave. All the differences are just in. EXE files. So when you download "EX.EXE" will see the logo "BMG Interactive" and "PS.EXE" - "PIE (Playmates Interactive Entertainment)" (because different publishers). And, of course, everywhere pictures with the inscription Exhumed will be replaced by PowerSlave.

As you can see - it's the same game. Except for a couple of nuances. For the sake of interest, I even went through training and the first level in Exhumed (before that I had PowerSlave) - no differences I found.

It's fair to say that Exhumed is a modified version of PowerSlave. The fact that Exhumed came out a few months later (see the hot keys below to get the date and time of the game assembly) for which the game had time to polish a little.

So if you just want to play without bothering on what version to put, it is better to choose Exhumed. It just historically happened that I once got a CD with PowerSlave, so before I got into all these technical details, I thought that both of these games are completely identical to each other.



DEMO versions

But demo versions of these games differ quite significantly.


PowerSlave DEMO: unlike its European counterpart contains 4 full first levels, as well as working cheat codes.

Files:


Exhumed DEMO: only level 1 (although there are files from 2 and 3) and cheat codes don't work.

Files:


Other differences


Everything else in demo versions is the same thing. What's more, just drop EX.EXE to PS.EXE (because the last one have more files - mentioned above 7 files, without which it does not work) you can ensured that both versions of the game worked on the same STUFF.DAT archive.


Got my hands on the BETA version of PowerSlave (where to take - see further). Differences from others the other versions:

menuptrb.png; 51x33; 615 b

Grenades fly where they should, not under their feet! Alas, to the full version of the game the main character almost unlearned to throw them...

menuptrf.png; 51x33; 1,015 b

There is no weapon 7 - instead of it the acolyt, which in the usual game is available only after the hero gets a red ball released by the mummy.

menuptrb.png; 51x33; 615 b

Spiders are not red, but brown, even more flesh-colored.

menuptrf.png; 51x33; 1,015 b

Another logo is from the publisher PIE.

menuptrb.png; 51x33; 615 b

There is a background on the menu (see gallery below).

menuptrf.png; 51x33; 1,015 b

This very pointer in the menu has also changed a little, and the scenes of death of the main character and monsters were not so bloody.

menuptrb.png; 51x33; 615 b

Although in BETA only two levels (these are the first levels of the usual game - they are just a lot of remade, but some moments are recognized immediately), but the map is complete and, unlike the full version, more clear, and on the first screen (the bottom) in the river bed ... "white sail lonely" (see gallery).

menuptrf.png; 51x33; 1,015 b

There are two F1 help screens, which describe the cheat codes of ALT+G (immortality) and ALT+W (all weapons) - in the full version they were removed. But the ALT+C (see below) is still working.

menuptrb.png; 51x33; 615 b

Files with sounds .VOC renamed to .GRR and encrypted by the same algorithm as text (see below) - the logical operation "Not".



Keys and codes

Command line keys and cheat codes for the game. Some of the details are published here for the first time on the Internet. All of the following was tested only on the full versions of the games - there was no time to check DEMO and BETA, and did not really want to. Oh, by the way, if the opposite is not specified, you can specify several keys at once.


Key Description (what it does)
/nocreatures

There will be no enemies at the levels. I do not know how safe it is to play with this key - because if there are levels where the destruction of enemies is necessary to move to the next, then they will become impassable.

/nosound

Turns off all sound effects (CD music still plays).

/record

Records the current game as demo to the file "DATA.VCR".

/playback

Playback previously recorded demo from the file "DATA.VCR".

/null
/modem
/network

Only one of these keys should be specified - the launch of a network game through a particular communication protocol (if I'm not mistaken: null modem, modem and IPX).

/h

Runs the game in "Hi-Res" mode - resolution 640x400 instead of 320x200 regardless of the settings selected in Setup (by the way, there's a typo - written 640x480 instead of 640x400).

/s#

Where # - must be a number. Sets a socket number for the online game, which is then nowhere to be used. Apparently, the key remained from the early or debugging version of the game.

/t#

Where # - must be a number. Set timeout (in seconds?) for the network mode. If you do not write the number, the game will add only 1 life on the start of the level instead of 3 and the status panel from below will be covered with the default texture - i.e. no health, no cartridges, or everything else will not be seen - like this (62,125 bytes). This is due to the fact that the game code is quite messed and the network mode is checked by the value of different variables, instead of one. As a result, some of the necessary variables for the network game are not initialized and errors appear. When you start a network game, the time limit is read from the .CFG file and this option is ignored.

/#

Where # - must be a level number. The game immediately starts with it, skipping all the screens of logos and the introductory video. You can't save your game in this mode.

Possible values: 0 (training), 1-20 (single game), 21-32 - levels for network play.

Warning: without a /CDOFF key or nocd-patch the game will hang with a "black screen", so to quit - press the ESC key!

/cdoff

That means CD off. Roughly speaking built-in noCD. It helps if the game doesn't see its drive. That is, it will start, but if the disc is in the first CD/DVD disc, the music from it will still play without problems. The advice is the same as when installing noCD: don't forget to copy the "BOOK.MOV" file from the drive to the game folder, otherwise there will be no videos.

Separately, it should be noted that Exhumed will still require an MSCDEX-compatible driver to run (in DOSBox there is enough to mount a disk image or a real CD/DVD-ROM).


"INSTALL.EXE" on the game CD also has command line keys - just two: /nocd and /nocopy. The first one lets the installer start not even from the CD (however, my installation was still interrupted with an error), and the second does not allow to copy the files - only creates a directory of the destination during installation and stops - the installation ends there.


And now we smoothly move to other things - cheat codes. All codes are entered during the game in the lower case.

CodeAction
KIMBERLY

Displays the text "HI SWEETIE, I LOVE YOU" - should be the message of one of the developers to his girlfriend. Everything would be great if instead this message developer checked how the rest of the codes work - then there would be no errors (see below). By the way, I found nowhere on the Internet mention of this code, because it, like others, is encrypted in the resources of the game - details further on the text. But, unlike other codes, the developers of it, of course, did not write about it anywhere (and, I suspect, not even all of the developers knew about its existence).

Guess who the author of this "Easter egg" - in the credits of the game mentioned only two people responsible for programming - apparently one of them (most likely the first one):

John Yuill (Game Programming)

Paul Haugerud (Additional Programming)

LOBOLITE

In theory, the word "FLASHES TOGGLED" should be displayed, however, due to an error in the game code, it shows "SNAKE CAM ENABLED" from the code below. On the Internet, I found two descriptions of this code: one (the most common) states that the code should turn on/disable flashes during shots and explosions, and the other - that the code turns on/offs lighting in dark parts of the level. Neither is right - verified. Maybe the code was supposed to do something like that, but it wasn't finished, so it doesn't do anything instead and anyone can prove it for themselves by looking at the game code under the disassembler.

LOBOSNAKE

It's the code that was supposed to display the text "SNAKE CAM ENABLED", however, because of an error in the game it does not display anything, so the only way to know if it turned on or off, is to check the work of the weapon under the number 6 - snakes. When the code is turned on after the shot, the camera moves into the head of the released snake and allows you to see who it is flying into.

LOBOSPHERE

The code was supposed to display the text "FULL MAP"... Besides of that it works - shows the whole map, but you can not turn it off.

LOBOCOP

All weapons and 99 ammo for each of them.

LOBODEITY

Turns on/offs immortality.

LOBOPICK

Gives all the keys.

LOBOSLIP

Turns on/offs passage through walls (noclip).

LOBOSWAG

Gives all items.

LOBOXY

Turns on/offs the current coordinates and FPS (number of frames per second).

HOLLY

Includes some kind of a console. To get out of it - you just need to press ENTER when the console line is empty. Codes that can be typed there (after entered, you need to press ENTER):

GOTO X,Y - moves at the current level to the X and Y coordinates; you can see the coordinates using the previous code; for example, if you type "GOTO 31000,22000" (without quotes) on the first level, the player will be moved to the beginning (by the way, you haven't found any mentions of this code on the Internet either, although it is written unencrypted inside the executable files of the game).

LEVEL ## - jump to the specified level, where the number is from 01 to 32 (all levels above 20 - for the network game).

DOORS - opens all the doors, however, the trap also activates (I suspect that simply activates all the triggers).

EXIT - completes the current level.

CREATURE # - create a monster where # - its 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 the command line keys and codes was found. Well, with the keys, it's simple - just put the executable game file into the disassembler. But with the codes more interesting - the fact that in each of these games there is a place inside the executable file with encrypted lines. While I was inspecting back and forth assembler code of the game, looking for what is interesting there, I often came across some lines that looked like abracadabra. After I once again came across such a line - curiosity took over the laziness and I looked inside the file to see what it is. Nothing interesting, except a set of meaningless characters, I did not see there, however, I was confused by the fact that references to these lines are often found next to a reference to the line EOF - this is a famous abbreviation from "End Of File" (end of the file). And in the listing of the program from the disassembler it was clear that all these lines are moved one by one until the desired one is found or until the line is equal to EOF. That is, it turned out that the game checks all these lines until it meets the last - EOF. All lines go after each other and end with the symbol 0 (ASCII-strings), and the last should be "EOF\0". From here it became clear at once - a little look at the place where these lines were, I found where they end - and there, indeed, in the end were three bytes before and after which was 0 - $BA, $B0, $B9. Knowing that these are the capital letters "E", "O" and "F", I, writing out their bit presentation, immediately saw that all bytes simply applied operation "Not". After that, I wrote a decipherer of all these lines, and inside I saw the codes and everything else.


This decryptor and offer everyone to download - in encrypted lines the game stores not only the codes, but also the messages that they have to display, as well as the rest of the text from the game:


Exhumed / PowerSlave executable message decrypter (9,742 bytes)

The archive contains the source codes for Delphi7/TP7, as well as two executable files - one for DOS, the other for Windows. All sections will be bracketed for convenience after decryption, such as "[END]". The program works with both versions of games, including their DEMO, as well as with the BETA version of PowerSlave (there's a slightly different format) - the last three can be found here: RTCM - Files - Powerslave Shareware.


Finally, I want to say a few words about keys perhaps unknown before:

ALT + C - switches between third-person and first-person view.

ALT + V - shows the version (date) of the game:

F7 and F8 - reduce and increase mouse sensitivity; for some reason, you can't customize these keys from Setup, although two keywords are reserved for them Mouse_Sensitivity_Up and Mouse_Sensitivity_Down for use in the "SETUP.CFG" file.

F11 - cycles through brightness level from 1 to 5; at the value of 5 even torch becomes unnecessary since the walls in dark places become bright as here (43,719 bytes).



Gallery

Here are collected images that were extracted from the game resources by special converters. No PrintScreen - only the original quality.

Special thanks to comrade Axsis for helping with the graphics from the 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).

Lobotomy Software, Inc. Logo (29,427 bytes).

BMG (Exhumed) Logo (1,868 bytes).

PIE (PowerSlave) Logo (2,714 bytes).

Status screen? (11,886 bytes).

* The leading game programmer for the Sega Saturn version - see his photo here in the file "lobotomyinterview.jpg" at the very end of the page (top right corner in the photo). Looks like it's an "Easter egg".


PowerSlave (PlayStation)

Menu background (40,126 bytes).

Levels map (278,670 bytes).

Level loading screen (32,560 bytes).


PowerSlave (PC, BETA)

Menu background (21,843 bytes).

Levels map (349,658 bytes).

PIE Logo (3,203 bytes).

Help screen 1 (22,446 bytes).

Help screen 2 (21,811 bytes).


PowerSlave / Exhumed (PC, Retail)

Note: resources marked as "*" still present in the game, but not used anywhere.

Menu background (PowerSlave)* (29,160 bytes).

Menu background (Exhumed)* (20,852 bytes).

Levels map (350,713 bytes).

Lobotomy Software, Inc. Logo (25,347 bytes).

PIE (PowerSlave) Logo (2,863 bytes).

BMG (Exhumed) Logo (2,031 bytes).

Help screen 1* (35,214 bytes).

Help screen 2* (39,624 bytes).

In the game introductory is made in the form of a video ("BOOK.MOV"), but in the early stages of development, it seems, it just displayed as text between levels with slides in the background. Slide number 4 is still used in the game when the player runs out of lives.

Intro slide 1* (34,861 bytes).

Intro slide 2* (44,329 bytes).

Intro slide 3* (32,997 bytes).

Intro slide 4* / GAME OVER (40,477 bytes).

Intro slide 5* (35,393 bytes).

Intro slide 6* (41,809 bytes).

Intro slide 7* (25,765 bytes).

Intro slide 6* (26,079 bytes).

Slides that are displayed between some levels with narrative text. I'm not sure if slide 6 (bad ending) is used, because the last level is very hard to complete and I couldn't check (to get a bad ending you have to kill the boss and, apparently, leave at least one of the 15 towers (Towers) not destroyed).

Story slide 1 (36,417 bytes).

Story slide 2 (46,034 bytes).

Story slide 3 (22,149 bytes).

Story slide 4 (31,361 bytes).

Story slide 5 (2,496 bytes).

Story slide 6 (23,766 bytes).

Story slide 7 (15,748 bytes).


In general, the resources of these games are very easy to get, because the PC version uses the Build engine, which means that most of the utilities designed for Duke Nukem 3D are suitable for these games. For example, the unpacker for "DUKE3D.GRP" is suitable for extracting files from "STUFF.DAT".

One of the non-standard resources is the video in the "BOOK.MOV" file. It should be noted at once that this format has nothing to do with .MOV files of QuickTime. I almost completely disassembled it - here is a brief description of my research:

Exhumed (PowerSlave) for PC "BOOK.MOV" video file description

If someone can completely disassemble the format to the end - please write, I will update this documentation.

Here, for example, the first (18,340 bytes) extracted using this description.

And this is a decoder with C source code, though not complete (it is unknown what the data from the file header is responsible for):

Exhumed (PowerSlave) "BOOK.MOV" video decoder (7,590 bytes)



Exhumed / PowerSlave DeHacker

This utility is modifying the executable files of these games, thus adding some features as in modern games. To write it, I had to not only study the code of these games, but also the source codes of Duke Nukem 3D, which uses the same Build engine, only slightly improved. The main idea of this program was to make control of the game the same as in Duke Nukem 3D, so that you can have comfortable play, without pressing, as octopus, a bunch of keys at the same time (running, strafing, mouse view, etc.).

So, what this program can do:

Revert [Run] logic (always run)

The player will always run while the running key is NOT pressed (the logic of this key changes to the opposite), i.e. now you do not need to keep this key pressed all the time.

Always [Mouseview]

The mouse view will be always on - there's no need to hold the "Mouseview" key all the time. I want to note that the mouse view code is terrible - not only that the game constantly tried to turn view to the center, and the view left / right with the strafe mode Strafe (see below) forced the mouse to move the player left / right, instead of turning, and also the view could not be changed when moving back and forward! I had to tinker a lot to fix this things. It's all right now.

Tweak strafe buttons code.

The game has a pretty ugly code for handling the Strafe_Left and Strafe_Right buttons, making the movement with their help even slower than Strafe + Turn_Left / Turn_Right. This patch fixes this and allows you to move with these buttons as quickly and turn during their use (which, for some reason, not allowed in the original).

/CDOFF always enabled (No-CD)

This patch enables a flag from the /CDOFF command line option, i.e. the game will not require a CD to run, and for Exhumed disables the MSCDEX driver check.

Allow F12 key to take screenshots

Returns to the game the ability to take screenshots to the "CAPT####.PCX" files at the press of the F12 key, as in other BUILD games. It also disables PC Speaker's noises while the file is recording, so they will be created VERY quickly. It should be noted that, generally speaking, the game has the ability to shoot screenshots, but through some strange combination of keys with the code 105 (0x69). It seems that it should be Alt+F2, but when you press this combination nothing happens - I think that because the game developers have made mistakes in the code of the BUILD engine to work with the keyboard (there are some very strange things happening).

Fix C key to work properly

Pressing the C key in the game works through the times, which is inconvenient for those who are used to playing by assigning some control function to it. This problem is a consequence of the bad method of processing the combination of Alt+C (switching to a third-person view and backwards). This patch corrects this strange behavior and stabilizes the key.

Fix incorrect cheat codes messages

Corrects bad and missing messages for the cheat codes LOBOSNAKE, LOBOSPHERE and LOBOLITE, and disables the display of incorrect in a couple of others (appeared for a moment, then overwritted with others).

Invert mouse aim

Allows you to invert the movement of the mouse vertically (Axis Y). Maybe will be useful for someone, because in the game itself this feature is not provided.

Tweak grenade throw code

Disables the player's total speed in calculating the range of the grenade throw. Now the range will depend only on how long the fire key has been held. In the original, even when running back, grenades fly somewhere very far, while if you stand and do not move, grenades almost always fall under your feet, even if you hold the fire key for a long time.

Fix replaying level checkpoint load

Disables the last checkpoint load when you replay a level twice in a row. In the game, you can saves in the level by activating the scarab icon. When load again already finished level the game throws you away to the last checkpoint, not the start of the level as it should. This patch fixes this.

Tweak player movement prediction for enemies

Removes the delta from the formula of calculating the movement of the player, so that the enemies do not shoot elsewhere. In principle, the idea of shooting a little with pre-emption is cool, but implemented very bad - if you drastically change the direction of movement, not to mention the strafe, the formula of calculation makes enemies shoot elsewhere, sometimes even in the direction of parallel player movement. After applying this patch, enemies will shoot to the point where the player is at the time of the shot - as in many other games of this genre.

Always show subtitles in briefings

Subtitles will always appear along with speech animation (at the end of levels 1 and 11). It helps if English is not the native language and you have a problem with understaing by ear (or someone wants to make a text translation for the game).

Disable Omen Wasps flying sound

Replaces the horribly annoying sound of Omen Wasps ("big striped flies - wasps") on an empty file. Note that enemies will now fly silently! Also, this patch changes the priority of .VOC files loading: first from the current directory of the game, and then from "STUFF.DAT" archive.

Custom resolution

Allows you to select any screen resolution supported by the BUILD engine in addition to 320x200 and 640x400. Note that a couple of little things in the game interface are tied to the old resolution, so, for example, when choosing a training level during the game, the text request for continuation will be located in the center of the screen, but its black background - in the top left corner instead. Also, the game has not been tested on all possible resolutions, for example on 1600x1200 - I simply do not have a monitor supporting such a resolution.

Modding setup

Separate patches to create their own modification or addition to the game. It is NOT RECOMMENDED to use this for a regular game!

Saved games editor

The editor of the saved games. You can only edit what the game does not ignore (such as the amount of life-health, which, although saved, but reset to full after start the level).

Working with the program is very easy: the arrows of the cursor choose the desired action. ENTER (or space) - choose/enter the menu, ESC (or Backspace) - exit/return back. For convenience there is also HOME - go to the first menu item and END - go to the last.



The archive contains the source codes for TC2 (since it's a DOS game...), as well as the executable file for DOS.

I tried my best to make the code short and simply so that anyone could modify or add something new to it.

You need to place and run this program from the game folder!



Bonus (for fans only)!

Since these games are mostly the same except the executable files why not turn PowerSlave to Exhumed or vice versa?

So, rejoice - a full set for fans:

1) You can download the game here: Exhumed - the image of the disc in .NRG (208 MB) along with music (very, by the way, good) or there you can take a RIP version (13 MB), but without music.

2) File ps_vs_ex.zip (1,210,492 bytes)

Contains both versions of executable files: "PS.EXE", "EX.EXE", pair of "INSTALL.EXE" and "MENU.EXE" for each version, as well as "README.TXT" from PowerSlave.

3) For noCD download Exhumed/ PowerSlave DeHacker from the section above.

Among other things, noCD helps to run the game without the requirement to insert the disk, when it is already in the virtual drive (if the game, for some reason, does not see it). I note that after using noCD the game will stop demanding the disc and start, but the music will still be present (if you have a disc, of course)!

After applying a noCD do not forget to copy from CD disk to game folder "BOOK.MOV" file.

The installation is very simple: mount the image of the game, copy, everything that is there, except the file "INSTALL.EXE" to some directory (this should all do for us file "INSTALL.EXE", but under XP, it for some reason can not correctly determine where hard drives is), then download the archive with the both versions and, in principle, we only need a file "PS.EXE" (the rest - as a supplement to those who are interested), which throw in the same folder. Then use the noCD from the Exhumed / PowerSlave DeHacker program. It's all. Now if you run "PS.EXE" you will play PowerSlave or "EX.EXE" for Exhumed. Enjoy.


And that's all.
-=CHE@TER=-
2007.03.19 17:26