![](/style/symbol_release_color.png)
Exhumed (Crack Intro) by Mirage
- Released: 2021-05-09
- Categorized as: Crack Intro
Credits and Features
If you see an error in these credits, please tell us.
Release Features
Title | Type | Author | contained as | Year |
Music (Noisetracker/Protracker) | ![]() | The Player 6.0A 3316 bytes / crc AEA9286C | 7/93 added 5/12 |
Release Connections
Intro/Code Re-Used For
Title | Type | Author | Year |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc12/22 added 4/23 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack - Juen | cc5/22 added 9/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | a4/21 added 6/21 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | a8/21 added 12/21 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc8/22 added 4/23 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc8/22 added 4/23 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc5/22 added 9/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | a4/21 added 5/21 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | a1/22 added 4/23 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc3/22 added 8/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc5/22 added 9/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc3/23 added 6/23 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | a1/22 added 8/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc5/22 added 9/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack - Juen | cc5/22 added 9/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack - Juen | cc5/22 added 9/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | a2/21 added 3/21 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc3/22 added 8/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | a2/21 added 3/21 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | a4/21 added 7/21 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc3/22 added 8/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc5/22 added 9/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | a4/21 added 7/21 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | a1/21 added 2/21 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc4/22 added 8/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc4/22 added 8/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | cc4/22 added 8/22 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack | a5/21 added 7/21 |
![]() ![]() ![]() | Crack Intro in family | Mirage Jack - Juen | cc5/22 added 9/22 |
Downloads
Direct Files
- Mirage-CrExhumed (exec), 9744 bytes (not crunched) (CRC:
4A5F1E3E
)
Files From Features
- clarke2.mod (sound), 9804 bytes (CRC:
6A5EB0A1
) (see inside text)
ASCII Art File Info (.diz file)
.__ _____ |__|___________ ____ ____ / \| \_ __ \__ \ / ___\_/ __ \ | Y Y \ || | \// __ \_/ /_/ > ___/ |__|_| /__||__| (____ /\___ / \___ > .-------\/---------------\//_____/------\/-. : eXHUMED! - (c) 1997 lOBOTOMY sOFTWARE . `-[68040+/32M RAM/AHI]---------------[1/1]-'
nfo
@BEGIN_FILE_ID.DIZ .__ _____ |__|___________ ____ ____ / \| \_ __ \__ \ / ___\_/ __ \ | Y Y \ || | \// __ \_/ /_/ > ___/ |__|_| /__||__| (____ /\___ / \___ > .-------\/---------------\//_____/------\/-. : eXHUMED! - (c) 1997 lOBOTOMY sOFTWARE . `-[68040+/32M RAM/AHI]---------------[nF0]-' @END_FILE_ID.DIZ _____ ________/| __/l____ __/l___ __/l____ __/l____ \ \_/ / | / __ \_/ \ / \_/ \_ \/ \/ |/ | / \_/ \/ ______/ l_____/ / Y \ : | / | \ l_____\ ___/ \ / | \_ | ____/ _ \_ \_ | \_ \ | / | | \ | / / | / \____| /___|_____| \_____| /_____ /_____ / \_____/ l_____/ l_____/ \_____/-R- \_____/ Presents ...On May 9th 2021... -=)> Exhumed <(=- All game content + audio added + converted by Jack! Release Notes By BSzli: Performance considerations: FFS is quite slow at seeking in large files which can lead to pauses in-game when new data has to be loaded from the DAT file. It can be improved by adding more buffers, but it's recommended to run the game from a PFS or SFS volume. The texture/sound cache is also sensitive to memory fragmentation, so if you have 32 MB or less memory, it's best to start the game after a clean reboot. To enable the framerate counter open the console with [~], type "showfps 1", then press Enter, and close the console by pressing [~] again. Vampire V2 users: Please use the 040 executable, as the 060 one is currently not compatible with Vampire V2 cards. Sound: The game defaults to stereo Paula DMA audio, but AHI is also supported for sound card users. For AHI, after the first start open PCEXHUMED.CFG in a text editor, and in the [Sound Setup] section set FXDevice = 8 and ReverseStereo = 1. The game will use the Music Unit for sound playback, make sure it's properly configured in the AHI prefs. To switch back to Paula, change both values back to 0. In-game console: The original game had very little in the way of settings, so this port mostly relies on console commands for configuration. The console can be opened with the Tilde [~] key by default. You can use the PgUp and PgDn keys on your numeric pad to scroll the text. Changing resolutions: To change resolutions, you can use the "vidmode" console command. Only 8 bpp modes are supported. Examples: - "vidmode 320 240" changes the resolution to 320x240 - "vidmode 640 480 8 0" switches to 640x480 windowed mode - "vidmode 320 200 8 1" switches to 320x200 fullscreen Keyboard bindings: You can use the "bind " and "unbind " console commands to bind keys to various functions. Keep in mind that one function can only have two keys bound to it, so older binds will be overwritten. Examples: - "bind q jump": makes Q the jump key - "unbind q": deletes the bind from the Q key - "bind showkeys": list all the key names - "bind listsymbols": list all the available functions - "bind": list all the current key bindings You can also view and change the key bindings in the [KeyDefinitions] section of PCEXHUMED.CFG with a text editor. Keyboard and mouse controls, controllers: The default keyboard mapping is a mix between the PCExhumed and original DOS controls, to facilitate both mouse + WASD and keyboard/controller only play styles. To toggle Mouse Aiming, press the [U] key in-game. To toggle Auto run mode, press the Caps Lock key. The game also supports 7-button CD32-compatible controllers. It's recommended to turn off mouse aiming and auto run when playing with the controller. Fullscreen: The game asks the OS for the best Mode ID for a given resolution, but this can lead to unexpected results if there are unused monitor drivers in Devs:Monitors. I recommend putting these away into Storage:Monitors, but if this is not possible, you can use these tooltypes to force specific modes: - FORCEMODE: filters the available modes via the mode name. possible values: PAL, NTSC, DBLPAL, DBLNTSC, EURO36, EURO72, SUPER72, MULTISCAN - FORCEID: forces a specific mode, the value is a Mode ID in hexadecimal format Windowed mode: You can play the game in window on high color (15-bit) or better RTG screens. The game will still render in 8-bit color, the higher color depth is required to avoid the expensive color remapping necessary on paletted screens. This is not a issue in fullscreen, as the game can freely change the palette of its custom screen. To release the mouse pointer bring up the in-game console. This is bound to the Tilde [~] key by default. To override which public screen the window opens on, you can set the "PUBSCREEN" tooltype.
Text Inside this Production
. . . . . _____ ________/| __/l____ __/l___ __/l____ __/l____ \ \_/ / | / __ \_/ \ / \_/ \_ \/ \/ |/ | / \_/ \/ ______/ l_____/ / Y \ : | / | \ l_____\ ___/ \ / | \_ | ____/ _ \_ \_ | \_ \ | / | | \ | / / | /... read more