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T h e N o v a T e a m
_____________________________________·_________________________________SN/TNT_
⌠───T─h─e───N─o─v─a───T─e─a─m─────TNT──¥──TNT─────T─h─e───N─o─v─a───T─e─a─m───┐
│ Presents: │
│─────────────────────────────-~~~~~~~~~~~~~~~~~-─────────────────────────────│
│ │
│ War in the Pacific: The Struggle Against Japan 1941-1945 v1.801 Update │
│ *RIP* │
│ │
│ (c)2004 Matrix Games │
│ │
└──────────────────────────────────────┴──────────────────────────────────────⌡
┌─────────────────────────────────────────────────────────────────────────────┐
│ │
│ Supplied By : TEAM TNT Release Date : 05/18/2006 │
│ Cracked By : TEAM TNT Protection : Serial Check │
│ What is it? : Protected Update OS Required : WinXX │
│ Packaged By : TEAM TNT # of Files : 01 x 5.00 Meg │
│ │
├─────────────────────────────────────────────────────────────────────────────┤
│ Requirements : The Game │
└─────────────────────────────────────────────────────────────────────────────┘
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ Release Notes ■
~~~~~~~~~~~~~~~~~
NOTE:
* 1 previous Patch is required:
04-18-2006
War_in_the_Pacific_The_Struggle_Against_Japan_1941-1945_v1.80_Update_RIP-T
NT
The original Patch does a Serial Number check before it will install the
Update. Since the scene releases of the game do not contain any *REAL*
*VALID* Serial Numbers, our release is needed for both ISO and RIP users.
-END NOTE
Update Info:
------------
Please Note: Old save files (v1.40 and v1.50) will load with the updated
version. However, if playing PBEM, once one player has loaded the game using
the patch, the player to follow must also play the game using the patch. Not
all fixes work in games that continue from old saves, as some fixes depend on
data changes that require a new game to take effect. Some data changes from
v1.60 can be transferred to old save files by using the procedure listed below
in the v1.60 data change notes.
Bug Fixes:
1. Corrected Float Plane Airgroup size calculation.
The enablement of single-squadron carrier air groups in Version 1.8 caused a
miscalculation in the size of Float Plane airgroups aboard non-carrier type
ships.
Fix: Ensured separation of processing of air groups for carriers and other,
floatplane carrying ships. Normal processing will recover the damaged airgroup
data.
2. Text overflow on combat report.
Addition of "Beginning Assault Value" to the combat report in V1.8 caused the
text string to exceed the allotted space when reporting large formations and
values.
Fix: Removed word "Beginning".
3. Correct display of airgroup fragment if transfer of an airgroup generated a
new fragment.
An airgroup that has 1 or more non-ready aircraft will leave them behind when
being transferred to a new location. A fragment will be created at the
"transfer-from" site to hold these aircraft. The code was losing track of the
proper airgroup to be displayed during this process and would display a
previous working fragment - frequently one from the other side.
Fix: Saved and used correct pointer to transferred airgroup.
4. Corrected Leader Assignment for airgroups without leaders when first pilot
assigned.
An airgroup (probably fragment) created without pilots will not have a leader
assigned. When the first pilot is assigned it should automatically become the
airgroup leader. When additional pilots are assigned they are then compared to
the rank/experience of the current airgroup leader to see if the new pilot
should replace the existing leader. An error during the creation of "no
pilot/no leader" fragments incorrectly reset the leader values, resulting in
random failure to designate the first pilot assigned as the airgroup leader.
Fix: Properly initialized the variable. Also found a display-control variable
that was not being properly maintained when a leader was assigned. This
resulted in either a one-turn delay in displaying the correct leader or a
"flash" of Staff Officer before the correct leader was displayed. Also fixed.
5. Disband of airgroups prohibited if they have fragments on the map.
Fix: Expand existing check for fragments and prevent disband (with message)
6. LCU fragments improperly receiving reinforcements.
During turn processing of Land Units with multiple fragments, the system could
temporarily lose track of the proper unit(s) that should receive
reinforcements. This could result in cut off or unsupplied fragments being
improperly reinforced.
Fix: Prevented focus shift away from the proper unit.
7. Corrected multiple "home base" tables to include Canada.
Some of the processes that required reference to a National Home Base did not
properly designate a home base for Canada.
Fix: Provided missing reference (base is Vancouver)
8. Fix for Pick Up troops by air transport when first available Land Unit is
selected by default.
When the Pick Up Troops option is selected on the Air Group screen the first
"pickupable" land unit at the target base is displayed as if it was selected by
default. However this selection was incomplete and the player had to force the
selection - by moving away and then back to the unit if necessary.
Fix: Properly set default.
9. Patch for airgroup load routine when a parent airgroup and a fragment of a
different parent were loaded at the same time.
The load control routine was improperly handling load when an airgroup fragment
was loaded at the same time as a different parent air group. This resulted in
the actual load routine being confused between the actual parent of the
fragment and (different) parent previously loaded.
Fix: Set proper relationship without regard to load sequence.
10. Torpedo Attack Altitude corrections.
Torpedo-carrying aircraft with Naval or Port attack as a primary mission and
Airfield attack as a secondary mission would sometimes make torpedo attacks at
the airgroup assigned altitude (frequently 6000 feet).
Fix: Ensured torpedos will be dropped from 200 feet if primary mission is naval
or port attack.
11. Replenishment CVEs in replenishment and carrier task forces "bleeding"
damaged aircraft to pools.
CVEs with replenishment airgroups (designated as Wings) that left port without
ensuring that all aircraft were in ready status would have damaged aircraft
transferred to the aircraft pool. The exaggerated size of the replenishment
airgroups was triggering this movement as the over-capacity checks were not
properly recognizing replenishment wings.
Fix: Adjusted over-capacity routines to recognize replenishment wing airgroup
sizes.
Note: Players should NEVER transfer replenishment wings off of the CVE on which
they arrive and NEVER NEVER place another airgroup on a CVE that has a
replenishment air wing. Just don't do it - it will mess things up big time.
12. Re-set max range when airgroup is manually or automatically upgraded.
Upgrade of airgroup was not properly re-setting default maximum range.
Fix: applied default based on range of "upgrade-to" aircraft.
Enhancements
1. Fill airgroup with pilots button and function added.
Airgroups that need two or more pilots will now display a "Get n Pilots" button
(where n is number of pilots needed). Pressing this button will select n pilots
and is equivalent to pressing the "Get Pilot" button n times.
Note: Button does NOT show "grayed out" when less than 2 pilots are required.
If only a single pilot is needed the "Get Pilot" button is sufficient and a
grayed-out "Get 1 Pilot" is superfluous. A grayed-out "Get 0 Pilots" is useless
and rather humorous.
2. Draw a single aircraft from pool button and function added.
Each press of this button will transfer one aircraft from the pool to the
airgroup. The button display includes the number of aircraft in the pool.
Button is displayed "grayed out" if function is not allowed for any reason.
Allows very precise airgroup size management and is especially useful when
there are only a few aircraft available. Display of pool size is very nice.
Note: Function is allowed even if "Do Not Upgrade" is selected. It is subject
to all restrictions of normal airgroup reinforcement (no cheating!).
3. Airgroups may be disbanded into the aircraft/pilot pool IF THEY ARE LOCATED
IN THE NATIONAL MAIN BASE.
Previously they had to be disbanded into another airgroup and could not be
disbanded if an airgroup with the same aircraft type/Nationality was not
available in the same base. This restriction still applies for all groups not
at the main base and will also be used if possible at the National Main Base.
The companion feature of "Withdraw Group" is similarly implemented only the
group and all aircraft/pilots are placed in the pending aircraft reinforcement
list.
Notes:
If there is another group of the same type at the National HQ base, the group
will disband into it normally. If there is no such group a confirmation step
will ask the player if he wants to disband the group into the pool.
If Disbanded, aircraft are returned to the pool and the result is visible when
viewing the pool. Pilots are returned to the Named pilot queue that are waiting
for assignment and not to the actual "pilot pool". See Enhancement 4.
If Withdraw Group is selected, the group with all planes and pilots will be
withdrawn for 60 days.
4. Add available Named Pilot count to Pilot Pool list.
Named Pilots (sometimes called Historical Pilots) are initially pilots that
have been defined in the editor. New "Named Pilots" can be created during game
play by removing "generated" pilots from squadrons by either disbandment of the
squadron or removal of pilots by the "running out of pilots" routines. There
are two groups of "Named Pilots":
1. Pilots designated for a specific air group (in the editor) whose delay has
expired but have not yet been assigned to the squadron (not yet needed).
2. Pilots of specific Nationality that are available (no remaining delay), have
no default group assignment, and have not yet assigned to a group (enabled in
Version 1.8).
5. Airgroups having no planes but having some pilots may now be loaded onto AKs
(load cost calculated as number of pilots).
Previously an airgroup that has all aircraft destroyed but retained a few
pilots was frozen in place. It could not be flown nor picked up by a cargo
ship. The assigned pilots were effectively lost and were merely waiting to be
destroyed. This modification allows the airgroup to be evacuated by sea. It can
then be reinforced, merged, or taken to the national home base and disbanded
(Enhancement 3, above) to recover the pilots.
Note: Load cost for an airgroup is calculated as number of pilots - very low
load cost but takes up the single "passenger" slot. Load costs for airgroups
with planes are based solely on the planes and do not include the pilots.
6. "Push" of supply from a well supplied base to outlying bases now limited to
need (human players only).
The previous code will push supply from a central base to outlying bases and
units based on two factors:
a. Need - bases and units that are short on supply will receive supplies up to
need (based on requested supply less amount already on hand)
b. Extra - additional supply will be dispersed to bases (but not units) if the
sending base is "rich" in supply.
This push of extra supply results in difficulty in accumulating supplies at
main bases. An example of this is supplies at Port Moresby being pushed to Buna
when Port Moresby needs them and Buna does not. This enhancement will remove
the "b. Extra" supply movement.
Note: This enhancement is implemented for human players only. A side under
computer control will use the original code.
Other - Software Library Upgrade
1. The library routines that process save game compression/de-compression
during save and load have been updated to current versions.
04/18/2006 v1.8
1) Blocks of active leaders have their values "zero'ed". Fixed.
2) Historical pilots are being drawn too early. Fixed.
3) LCU fragments are disappearing if the parent unit dies due to
disruption/fatigue rather than combat. Fixed.
4) Bangkok (and other bases) reverts to wrong HQ if captured by Allies
against Japan AI. Fixed.
5) 1945 USN CV air group restructure not working since patch v1.4. Fixed.
6) Wrong weapon list shows for automatic upgrade of air group on arrival
from reinforcement schedule (occurs from earliest version v1.3). Fixed.
7) No Japanese Militia units show up in 1945. [Appear in save file but
with delay=19999]. Fixed.
8) Reduce air/sub spotting reports to the screen, to max of one per sub,
but put all reports in the text file. Fixed.
9) Air-Transport causing vanishing LCU's. Fixed.
10) Beginning and Ending Assault values for each side. Added.
11) Prevent respawn of Japanese ships into allied ship area. Fixed.
12) Enable carriers with capacity > 99. Added
13) Enable single squadron carrier airgroup. Added.
14) Adjust British carriers with 2 fighter groups. Added
15) Literal changes ("Home Base to Home Port" on Task Force Screen _ on
sunk ship list "Unknown" to "Scuttled" ). Fixed.
16) Place aircraft removed by group resizing into pool instead of trash
heap. Fixed.
17) Retreating LCU will now abandon static devices. Fixed.
18) Prevent British[Commonwealth] Brigades ( i.e. regimental sized ) units
from dividing. Added.
19) Teleporting 8 IJA Arty Bde. Fixed.
20) 33rd IJA ID disappearing when trying to move from Moulmein. Fixed.
21) Fix ShipsAvailable CTD. Fixed.
22) Inactive VBF Squadrons (ex VS Squadrons) not moving to re-spawn carrier
with rest of airgroup when original carrier is sunk. Fixed.
23) Uneven pilot distribution during air group divide. Fixed.
24) Suppress on-screen display of pilot kills (still written to log).
Fixed.
25) Prevent deletion of pilots and leaders whose names begin with a lower
case letter. Fixed.
26) Mouseover on LCU icon shows ENG with AvSupport as V0 if no engineers
are present. Fixed.
27) Fix the problem where having computer control on in one zone causes
TF's to have their ships stolen in another zone. Fixed.
28) Prevent teleportation of supply in some cases where parent/fragment
were exchanged. Fixed.
29) Internal pilot/group list size expanded from 256 to 512 to prevent
disappearing pilots due to pilot/group list overflow. Fixed.
30) Prevent ships in organized task forces scuttling when base captured.
Fixed.
11/19/2005 v1.795 Beta
Bugs Fixed:
1) Some modified saved games were not able to load with new pilot
routines. Fixed.
2) Added message, "PILOT COULD NOT BE ASSIGNED TO GROUP!", in case pilot
could not be created or assigned, when "Get Pilot" is clicked. Done.
3) Sometimes, when land units were transported by air, the vanished.
Fixed.
4) Added message, "NO PILOTS AVAILABLE", in case game maximum pilots has
been reached, in case pilot could not be created or assigned, when
"Get Pilot" is clicked. Should no longer crash. Done.
5) Bullet proofed against crash to desk top, when maximum pilots has been
reached and artificial intelligence requests a pilot. Done.
6) Modified routine that returns pilots to active duty, to allow slightly
wounded pilots to fly, when game approaches maximum pilots. These
pilots are assigned a hefty fatigue penalty. Done.
7) Reworked air search routines. Altitude is now more important than
before. For best results, stay at or below 6,000 feet.
8) Submarines now have a chance to reduce the effects of air searches.
If the skipper of the submarine makes a successful naval skill check,
the air searcher gains less information about submarine location and
type. In addition, the skipper may avoid an air attack. In this case,
no anti-aircraft check is made and no bombing/depth charge attack is
made. Instead, a message is posted, concerning the suspected submarine
location.
9) Heavy bombers may now fire more of there guns than before. Done.
10) Air search at low altitudes is now a little better. Done.
11) When the game runs low on leaders, it will now clear out more dead
leaders (this fixes the save sent by Michael M.). Done.
12) No pilot slots left, no pilots in this group, but pilots in other
groups of same nationality that you can steal not working properly.
Fixed.
13) Fixed broken linked list causing get pilot routine to fail.
14) Raised leader clearing triggers.
15) Land unit fragments can no longer be set by move all or follow all
commands, to avoid disappearing unit issues, particularly when
fragments still unloading from transports are included in a "follow"
order.
10/28/2005 v1.77 Beta
Bugs Fixed:
1) Increased number of missions Allied pilots must fly, before they are
rotated. Also, added test to rotation routine, which prevents
rotation, if almost out of pilot slots.
2) Pilots are no longer withdrawn from air group fragments.
3) Pilots are no longer withdrawn from air group sub-units.
4) Mission count is rest to zero, when pilot returns.
5) Withdrawn Allied pilots no longer return (1 to 3 years later), after
rotation out of theatre. They are now removed from data-base, freeing
up pilot space. Note they will no longer show up on top pilot [active]
list.
10/20/2005 v1.73 Beta
Bugs Fixed:
1) Routine that gathers air group fragments located at enemy bases now
sends them to the first of the four main bases listed in the scenario
that has a value greater than zero (defined in the campaign editor) and
is in friendly hands. If none of these apply, it sends them to Osaka
or San Francisco if in friendly hands and delays entry if none of the
above applies.
10/17/2005 v1.72 Beta
Bugs Fixed:
1) Allied air group fragments were being transferred to Japanese command
and sent to Osaka, when ever the game was loaded. Fixed.
2) Sometimes Allied or Japanese air group fragments would appear at enemy
bases. Fixed.
10/14/2005 v1.70 Beta
Bugs Fixed:
1) Sometimes a group would not fly, if there were more planes than
pilots. Fixed.
2) Sometimes, in a human vs. computer game, when a base is captured, the
base unit TOE increases for no apparent reason. Fixed.
3) Sometimes air group fragments were being formed under enemy control.
Should no longer happen for groups which divide after patch 1.0655
applied. Bullet proofing for earlier errors has been written. If
fragments are found under control of wrong player, the player side is
now changed and fragment is sent to home base.
4) Using the "Get Pilot" button should now select historical pilots with
historical experience, if any are due, within 60 days. The Get Pilot
button was not always working. Fixed.
5) Sometimes, pilot replacements were not appearing because of pilot array
filling up with dead pilots. Fixed.
6) One of the tests for long lance torpedo attacks was some times
returning the wrong value, negating surprise. Fixed.
7) When Allied task force had no radar, Japanese were sometimes said to be
spotted by radar, when they were really being visually spotted. Fixed.
8) Enemy units were showing up on bottom bar, when Japanese player
selected unit at enemy base from list all units pop-out box. Fixed.
9) Game was running out of pilots. Fixed.
10) Rebuilt LCU was reverting to original device number despite being
upgraded when split. Fixed.
11) Negative values were showing on Intel screen because of data overflow.
Fixed.
12) When air group leaders were killed, ship, task force or land unit
leaders sometimes died with them. Fixed.
13) Air groups which had been disbanded or withdrawn were returning with
zero planes, even though planes were being taken from pool for the
group. Fixed. Note that fix only applies to groups disbanded or
withdrawn using version 1.603 or later.
14) A bug was causing ship captains to vanish. Fixed.
15) The 10" CD gun (device #516) was not being produced. Fixed.
16) Land units ordered to follow were not arriving in proper hex at proper
time. Fixed.
17) Allied heavy bombers were using device #210, 2000 lb AP bombs, instead
of device #205, 2000 lb GP bombs. Fixed.
New Player Requested Features:
1) The ability of a submarine to evade an ASW pattern now depends more on
the skill of the submarine skipper.
2) Air groups and air sub-groups may no longer divide or recombine, when
fragments of the group exist.
3) Malaria zones have been slightly modified.
4) Anti-submarine attack routines have been rewritten. Now, seldom will
more than 4 ASW vessels normally attack a submarine during a single
phase (although many may search). Number of attacking ships depends on
task force type, ships types and lots of skill rolls. Instead of each
ship making one or two attacks, they may now sometimes continue to
attack until out of ASW ammunition. Number of attacks made depend on
task force type, ships types and lots of skill rolls. Hits are now
deadly much less often, usually doing a point or two of system damage
and or occasionally a point or so of flood damage.
5) When an air group is divided, it may not reform unless all three
sub-units are assigned to the same headquarters.
6) When an air group is divided into sub-units and each is reassigned to
the same, new headquarters, say Central Pacific to South Pacific, when
the sub-units reform, the parent group headquarters will change to that
new headquarters.
7) When a land unit is divided, it may not reform unless all sub-units are
assigned to the same headquarters.
8) When a land unit is divided into sub-units and each is reassigned to
the same, new headquarters, say Central Pacific to South Pacific, when
the sub-units reform, the parent group headquarters will change to that
new headquarters.
9) Mine laying tenders (MLE) may now service ships of any nationality.
10) Destroyer tenders (AD) may now service ships of any nationality.
11) Submarine tenders (AS) may now ships of any nationality.
12) Repair ships (AR) may now help repair ships of any nationality.
< Read the file "WhatsNew.rtf" for full update information >
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ Installation ■
~~~~~~~~~~~~~~~~~
1. UnZIP all archives to a temporary directory.
2. UnRAR all archives to a temporary directory.
Always unRAR with full paths!
3. Update your game version:
UnRAR UPDATE.RAR to your game directory, overwriting any existing files.
Always unRAR with full paths!
4. Import TNT.REG into your Windows Registry.
5. Play as usual.
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ TNT News ■
~~~~~~~~~~~~~~~~~
zipscript-c (aka project-zs) ruins all the nice SFV files in the scene!
Screw that lame-ass retarded script and all you noobies who use it.
Egotism is good in small doses.
There is nothing wrong with flaming code/crack thieves. We encourage it.
Quality and quantity are both possible simultaneously, yet often difficult.
We continue our journey...
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ Joining TNT ■
~~~~~~~~~~~~~~~~~
TNT works in all languages.
If you feel that you have something useful to offer us, such as the ability
to contribute to our scene releasing efforts, then see below.
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ Contact TNT ■
~~~~~~~~~~~~~~~~~
Those who seek TNT will find a way to get in touch with us.
Just ask around for the #1 Dox group.
TNT has no email address, nor a web site. Any you find are surely fake.
┌────────────────────────────────────╦═╦═╦────────────────────────────────────┐
│ Header Logo : Super Nova [TNT] ║ NFO Layout : Super Nova │
│ ╩ │
└────────────────────────────> Last Update by [Super Nova] <───[12/31/2005]───⌡
" There can be only one! "
---------------------------------TNT DIR INFO---------------------------------
War_in_the_Pacific_The_Struggle_Against_Japan_1941-1945_v1.801_Update_RIP-TNT
---------------------------------END TNT INFO---------------------------------