From: twb@cbnewsh.cb.att.com (thomas.w.beattie)
Subject: WC2 Trainer
Organization: AT&T
Distribution: usa
Date: Mon, 9 Nov 1992 21:23:24 GMT
Summary: Also want WC2, Special Operations I and II


I recently asked about Wing Commander II cracks and hacks.  I was
informed about the "Origin -k" command line parameters (repeatedly, usually
nicely :-).  Thanks to all.

I was also emailed a Wing Commander II Trainer (wc2train.zip).
Excerpts from the doc. attached.

I tried it out and it seems to work great.  It is even better than the
"Origin -k" trick.  I am unable to "put" onto FTP sites but if there
is interest I will uuencode it and email it to someone who will make it
available for FTP.

If this is old news or is already available, sorry.

BTW - I am looking to buy a copy of the Special Operations I and II disks.

Tombo (aka Colonel DrOne)
---
Tom Beattie
t.w.beattie@att.com
att!hoqaa!twb

Excerpts Follow--------------------------------------------------------
Trainer keys are as follows:
		/ - slash key. Trainer activator (i.e. grey plus key)
		Z - Unlimited damage, invulnerability toggle
		B - Unlimited fire power toggle
		X - Unlimited weapons/missiles toggle
		Q - Unlimited thrust/fuel toggle
		[ - Protect ship(s) and add to buffer
		] - Clear buffer, protect no ships
	Ok, the trainer keys are the same as the Secret Missions II
trainer I made a while back. The same rules apply in that you have
to press the slash key when you are in the locker room. This must be
pressed here because I am intercepting the combat code when it's
loaded in and out of memory. You should hear a tone or grunt or
whatever that tells you that everything is a-ok.

	Once you've pressed the slash key, press all the trainer key
toggles that you need right away. If you try and toggle them during
combat, the trainer will activate the cheat on or off when the combat
routine is reloaded. This is because the game alters the pointers to
functions every now and then. The trainer will currently work on the
VGA version. It may or may not work on the EGA version until I see
the code.

	An added feature is the [ and ] keys. They are used to protect
ships that need to be escorted. When you're out in space with the
other ships to escort and your wingman, try and lock on to each
target. When you are locked on to one of them, press the [ key. Then
go to the next ship and press [ for that to. Only do it for those
ships that accompany you on your mission. At any time your escorted
ships leave or jump out of the sector, clear the queue by pressing
the ] key and then re-lock on to your wingman and use the [ key to
protect him/her. Before every mission or when you are in the locker
room, it's a good idea to clear the queue ( ] key ) because the queue
is still valid unless you change it. It may protect the enemy ships
if you forget to clear it. When the ships to be escorted are at
another nav point, then do the same thing there (clear queue, add on
those ships you want to protect). Remember, don't protect those ships
that don't auto-pilot with you or are not attacked. If you rendevous
with another ship that's being attacked, then just add that ship to
the queue. When the battle is over, then clear the queue and add them
all back in. The reason why this is so tedious a process is that I'm
not sure if the program moves the ship record files around or not. If
you think it doesn't, then you only need to clear the queue and
re-add the ships once. The thing you are adding to the queue is the
game's ship ID record index. Whereever the game decides to place the
ship in it's record is the one I'm protecting. You could also say
that if I locked on to an enemy target, I could destroy it. Well
that's essentially correct but lets not get carried away. After all,
the fun of this game is to blow those Kilralthi to pieces using your
guns and missiles, not by a trainer keypress.

	When you lock and add the ship to the queue, you'll hear a low to
high tone. If you do it again to the same ship, you'll hear a high to
low tone telling you that it's already in the queue. The maximum
queue size I did was five. I hope you don't have to protect more than
five. The queue will hold five different ship ID records so if you
accidentally add the same ship, it won't be added to the queue if
it's been added already.
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