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04-24-22 07:05:59 AM
Jul - The Cutting Room Floor - Leftover content in Duke Nukem 64 ROM New poll - New thread - New reply
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Fox666
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Posted on 07-31-12 11:39:15 PM (last edited by Fox666 at 08-02-12 04:13:56 AM) Link | Quote
For quite a while I have been working in a Total Convesion of Duke Nukem 64 for PC (Website), and over the course of it I have found tons of leftover content, including arts, sound, messages, among others.

It seems some of the discussions me and the other developers had about it in some forums have already been tracked and included in the Cutting Room wiki. But since Duke Nukem 64 is already a child for me I guess I should take responsability for sharing the information.

I will start with the maps. technical jargon advise.


Map effectors


One-way train



While making a map for Duke 3D, to create a one-way train that moves on its own, you need another train that will work as a pendulum. Apparently the developers of Duke Nukem 64 were not aware of this during the making of the maps, so they created a new effector in Rabit Transit level. For some reason the red lights of the train are missing in the actual game.



Additionally, the train is planned so that, when it reachs the end of the path, it would trigger the explosion of the wall of the blue key card area. However it seems this effect is not working properly for some reason.


End of level switch



In Stadium level the "nukebutton" that triggers the end of level is covered by another switch, which used a lo-tag of -1, meaning it also triggers the end of level. While a level ending switch is not used in any level of Duke 3D, the effect is present, however in this case the switch uses a palette of 69 (pun intended?), making it works exactly the same expect for being invisible (in Duke 3D this would only make the switch be present only in multiplayer maps, but clearly it was intended for something else).

As a result, in the actual game the only noticeable difference is that as soon you hit the button the level instantly ends instead of displaying the "Auto-destruct" sequence. Something that cannot be seen in any other existing level.



The purpose behind this is absolutely unknow, as it doesn't have any seemingly pratical effect.


Unknow tag in boss level



In Overlord level there is an unusued trigger with a lo-tag of 77 which does nothing. It may be not a coincidence that in Stadium level this same tag used for the doors.



As a curiosity 77 is also the tag used for the new effector added in the game to end the level when the player fall of a sector. Not that this is in anyway connected to the other effect, I am just pointing out that the number they used is probably triggered by something.



I am not very sure of what this was meant to be, but it seems something was meant to happen when a boss takes some damage or is killed.

In some early screenshots the doors is Stadium level are open:



Additionally, when you kill a boss, an earthquake effect is triggered. In Overlord and Stadium maps they have gone as further as adding special wreck spawning effectors. This is almost unnoticeable in the actual gameplay, since the level ends as soon the boss is killed.

My theory of what effect was planned for this is that, after you kill a boss, the entire level would shake, the doors in the level would open and you should hit the nukebutton in the end.

Perhaps this could also explain the super weird nukebutton in Stadium level mentioned above.


Level extras


Starting locations



Player one starting location is missing the sector bit of information in the maps extracted from the ROM. in Build engine, besides the xyz coordinates, the sprites also have the sector information, which makes it possible to have multiple areas that coexist in the locations, an effect that has been widely used in Lunatic Fringe level.

In Lunatic Fringe, instead of starting near the original location of the PC version, the player start on the very other side of the 720º circle in mid of a bunch of enemies!



Since this is in the very same coordinates as the place you start in the actual game, was the player meant to start here instead?


Skies



The sky textures are not rendered in the actual game. In fact, most of the maps just replaced the skies with some random textures, making it really weird to look at them in a standard editor of Duke 3D. However Castle Dukenstein and Noctis Labyrinthus levels have been created with the skies in mind (which also mean they have been created very easly in development). These textures are interesting to check. Since the sky in Noctis Labyrinthus uses a palette, in the actual game projectiles will hit it as if there was a barrier.


Fog intensity



There has been some work with sector fog intensity in the maps. Despite that the visibility is leveled in the actual game.


Palettes



There is some work with palettes in the levels which cannot be seen in the actual game since most of the palettes have been removed. In the example above from Raw Meat, the microphone is green, the tables are blue and the Karaoke sign is grey.

Of course this may not be necessarily considered leftover content, since in Duke 3D some palettes are also replaced by the palette of the sector. In the example above, the tables would be completely blue regardless of the palette of the sprites themselves.
Rick
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Posted on 08-01-12 04:35:35 PM Link | Quote
And here I thought I was the only person interested in Duke Nukem 64.

Nice finds! Yeah, so what of the different art, sounds, etc. too?

Also...I'm sort of curious about some of the strange areas of the maps that I've managed to find on my own, like the mirrored hallway in Hollywood Holocaust, the closing of the open hallway area in Dark Side (where the barrier with a little walkway still exists) and such. Are there any more remaining areas like that? I also kind of wonder if the beginning area of Area 51 that exists in the PC still exists in Duke Nukem 64.

I can try to help if need be with what I can. o.o

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Fox666
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Posted on 08-01-12 05:10:25 PM Link | Quote
No, that part of Area 51 map doesn't exist anymore. In fact the original Area 51 filesize is too large for the ROM, so it would be impossible to include it.
Rick
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Posted on 08-01-12 05:27:55 PM Link | Quote
Interesting! I also assume that's possibly why Dark Side was also heavily shortened.

Also, I still noticed the existence of the PC cheats in the game. I know that No Clipping and the Third Person mode are still in there. Did you see if any of the other PC cheats are still in there too? I would assume that they are, but with my hacking skills being minimal, I can only assume.

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Fox666
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Posted on 08-01-12 11:01:42 PM Link | Quote
Frankly I don't know. I am not the one who managed to decrypted the map files from the ROM, and that's most of what he did.

That said, I would say probably yes, at least that's what I can tell based on the time I worked over this game. The cheats are nothing but game events or structures which Duke Nukem 64 is also based on.
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Posted on 08-08-12 03:05:04 PM Link | Quote
Unusued sounds

There is one unusued sound in the game. Here is a list of the new sounds compared to the PC version, with the proper IDs:

256-263 - New Duke lines
264-266 - Plasma Cannon firing
267 - Grenade Launcher firing
268 - SMG firing
269 - Unknow
270 - Babe saved
271 - Plasma Cannon projectile explosion
272-276 - Bullet hit wall

The unusued sound

For comparison, this video shows a man firing rubber bullets:
http://www.youtube.com/watch?v=Hh9U0Efc_l0&t=1m22s
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Posted on 08-08-12 03:27:03 PM Link | Quote
Your links are broken, man.

I also edited the article to clean up some typos that were annoying me. Hope you don't mind, this is some good stuff.

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Fox666
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Posted on 08-08-12 05:08:48 PM Link | Quote
Apparently the forum is replacing ": D" in the url with a smilie...

This is the url:
http://tcrf.net/File: Dukenukem64unknow.ogg
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Posted on 08-08-12 06:19:26 PM (last edited by divingkataetheweirdo at 08-08-12 06:19:45 PM) Link | Quote
Originally posted by Fox666
Apparently the forum is replacing ": D" in the url with a smilie...

This is the url:
http://tcrf.net/File: Dukenukem64unknow.ogg


Click on "Disable Smilies" below "Submit Reply/Edit post" and... you can click on the link without worrying about smilies .
Fox666
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Posted on 08-17-12 02:12:56 AM (last edited by Fox666 at 08-17-12 02:20:55 AM) Link | Quote
I am not going to talk about graphics left-over from the PC version, since there are tons of these and they don't matter.

Unusued graphics

Babes hatching

Tiles 1294-1295, 3821-3824


Only the fourth and last sprites are used in the game. Interestingly, the game actually displays the first frame of the hatching animation, instead of the actual babe sprite. For comparison the sprites from PC:



The same goes for the other babes (only the first and last sprites are used):

Tiles 3805-3809


Tiles 3821-3824


Assault Trooper frames

Tiles 1700-1702


These tiles are also not used for the enemy in the PC version too, but in this case they have created new sprites for it.

Pistol clip

Tile 2531


This new sprite was meant to be part of the pistol reloading animation, but is not used in the 64 version.

SMG muzzle flash

Tile 2539


It has the exact same size of the muzzle flash used for the Pistol and SMG in the actual version.

Menu font characters

Tiles 3004-3009


There are more characters that are technically never used in the English version (such as letter "Z"), but since the texts are meant to be translated in other regions, I am not going to include characters that are absent only because none of them are present in any text of the game.

In the case of the characters in the picture above, even if you edit the texts in the ROM with a HEX editor, they are not going to be displayed. For example, the interrogation mark is actually present in some of the texts, but it is missing in the game.

Gamepad

Tile 3596 (NOTE: the bottom of the graphic is cut because I could only rip part of it)


The format of the the image is that of sprites displayed above the screen. Probably it was meant to be used in the control setup options. For comparsion, here is a screenshot from the PSX port:



Smoke

Tile 3637


The above is placed beetween the Grenade Launcher sprites. Perhaps it was intended to be used for the "Gas Grenades"?

Explosions

Tiles 3673, 3690, 3702


The first one is close (but not identical) to the circle of fire of the 3D explosions.

Crosshairs

Tiles 3703-3707


These crosshairs do not appear in the game, since the game only has one type. However in Duke Nukem: Zero Hour there are different crosshairs. Since only one of the above is actually serious, I guess it was meant to be used only via a Cheat Code or something.

Missile light

Tile 3724


Still can be seen in early videos of the game:



Train part

Tile 3733


Unusued door texture for the train in Rabid Transit.

Sparkles

Tiles 3763-3765


Similar to the effects left by babes or enemies killed by the Plasma Cannon. Perhaps using one sprite for each particle would consume too much CPU?

Bullet hit

Tiles 3815-3820


This one is very similar to the one used in the actual game, but is somewhat different, the edges are cut and also use a transparent background.

For comparsion, here is the actual sprite set used in the game:



Bookcase

Tiles 3863-3866


Replica of the bookcase seen through the game. Since it is divided in 4 pieces, the resolution is not compressed. The Playbook magazine with a naked woman on the cover can be seen on the top left of the screen, even if with some difficulty.

Truck part

Tile 3896


What appears to be a window located among the textures for the truck in Gun Crazy and Duke-Burger.

SMG muzzle flash

Tile 3918


Early muzzle flash sprite for the SMG. Can still be seen in early screenshots:



Unknow circle

Tile 3920


Unknow sprite. Since it has a black background, it was probably meant to be used with transparecy effect.

Glitches

Tiles 3628, 3942


Poorly compressed copies of Pistol/SMG muzzle flash and the unusued unknow circle.

Unknow spot

Tile 3925


Unknow sprite. Seems to be meant to be used on top of the screen. It is located before the sprites for the intro scene.

Car parts

Tiles 3944-3945, 3949


Unusued textures for the car that appear on the very beggining of the first level.


Graphics in early versions of the game

Early HUD



The left bar of the HUD is different from the final version.

Menu font



The font on the frag display (top left of the picture) is different from the white menu font seen in the final game.

Intro scene



This looks like a very unfinished job.

Shrinker



The weapon above looks more like an hybrid of the Shrinker and Expander sprites, meaning that they intended from the beggining to make the Expander a main weapons instead of a sub weapon like in the PC version.

Plasma Cannon



The Plasma Cannon was originally yellow like the Freezethrower. The tip of the weapon is also different.

Nukem Pimball



Apparently in some point the "Balls of Steel" text was censored. Perhaps they changed their minds when they found out that Balls of Steel is a real game?

While the Hollywood Holocaust from the actual version of the game uses a different texture for the Balls of Steel, this texture still exists however it says "Balls of Steel" like in the PC version.
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Jul - The Cutting Room Floor - Leftover content in Duke Nukem 64 ROM New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

31 database queries, 5 query cache hits.
Query execution time:  0.099596 seconds
Script execution time:  0.025154 seconds
Total render time:  0.124750 seconds


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line 733 column 7524 - Warning: <img> lacks "alt" attribute
line 739 column 7685 - Warning: <img> lacks "alt" attribute
line 745 column 8032 - Warning: <img> lacks "alt" attribute
line 751 column 8264 - Warning: <img> lacks "alt" attribute
line 764 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 764 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 764 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 773 column 25 - Warning: <img> lacks "alt" attribute
line 778 column 267 - Warning: <img> lacks "alt" attribute
line 149 column 50 - Warning: trimming empty <font>
line 758 column 17 - Warning: trimming empty <tr>
line 761 column 50 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 298 column 27 - Warning: <nobr> is not approved by W3C
line 333 column 27 - Warning: <nobr> is not approved by W3C
line 359 column 27 - Warning: <nobr> is not approved by W3C
line 390 column 27 - Warning: <nobr> is not approved by W3C
line 418 column 27 - Warning: <nobr> is not approved by W3C
line 460 column 27 - Warning: <nobr> is not approved by W3C
line 488 column 27 - Warning: <nobr> is not approved by W3C
line 517 column 27 - Warning: <nobr> is not approved by W3C
line 548 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 229 warnings and 0 errors!


URIs must be properly escaped, they must not contain unescaped
characters below U+0021 including the space character and not
above U+007E. Tidy escapes the URI for you as recommended by
HTML 4.01 section B.2.1 and XML 1.0 section 4.2.2. Some user agents
use another algorithm to escape such URIs and some server-sided
scripts depend on that. If you want to depend on that, you must
escape the URI on your own. For more information please refer to
http://www.w3.org/International/O-URL-and-ident.html

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md