Duke Nukem: Zero Hour

Debug Code
Enter C-Up, Up, C-Left, Right, C-Down, Down, C-Right, R, A, B on the title screen. Note that this must be on the first title screen which reads "Press Start" and not the second one which allows you to select Options, etc.

To switch between screens, use the start button on controller 2. All controls should work with controller 1. TODO: try other control setups

Screen 1 - SFX

 * L - FX digit down
 * R - FX digit up


 * Left - FX digit down x10
 * Right - FX digit up x10

(if pressed while already in third person, the camera will attempt to zoom in a minor bug)
 * Z - Play sound
 * B - First Person
 * A - Third Person

Also lists the total kills in the level. A grand total of 1857 sounds exist out of a total of 2000 "read" by the menu.

Screen 2 - Level Warp

 * L, R - Level select
 * B - Automatically complete level
 * Z - Warp to level selected

Screen 4 - Global Palette
Affects the texture color of all non-specificly colored sectors. All 256 is default.


 * A,B - Red up/down
 * C-Left, C-Down - Green up/down
 * C-Up, C-Right - Blue up/down

On some levels, Global Palette does not work. This is always due to the fact that the entire level is covered with colored light sectors, which obviously aren't affected by the global palette(or even the no textures cheat).

Screen 5 - Cheat
Self-explanatory for the most part.

All weapons gives you 999 of every weapon except the Volt Cannon and the Freeze Ray, even if the maximum isn't 999.

All items will give you everything. In the Western levels, you obtain the Diving Helmet despite it not ever being available in the level set.

All keys will give you all the keys available in the level. Actually, it just turns all the Key flags on, so you have whatever keys are available in the level plus around thirteen blank spaces on average(I'm guessing the key space takes up an entire 16-value byte). This also allows you to see keys not normally viewable(such as Alien Plans).

Screen 6 - AI Debug Values

 * A,B - GVAR 1
 * C-Left, C-Down - GVAR 2
 * C-Up, C-Right - GVAR 3

Didn't test these extensively, but AFAIK they don't visibly affect anything.

Screen 7 - (BLANK)
Completely blank. Probably just a setting which clears the screen for screencaps and normal play.

Screen 14 - GFX
Just a list of Debugging counters.

GLIST : No idea. Seems like the second number is the "upper limit" of the RAM, though.

VLIST : same.

GFX TIME, DRAW TIME : These two never change from both being zero. Perhaps they only change when the level loads, and it's technically impossible to see them move?

MOVE1 TIME, MOVE2 TIME : Both seem to have something to do with the frame rate; they skyrocket when something taxes the system, like having INVUL on and standing in front of the two BMF sentries in "Up Ship Creek". MOVE2 will shoot into the mid hundreds when there are a lot of active, unkilled enemies in the area; enough to slow down the game engine

CACHE : Left number seems to be total memory in bytes. The second appears to be the amount of memory(possibly in KB) used for storing the level at the moment.

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For LIST, I have no idea. Appears to be a percentage of something, but it isn't processing power or CPU Usage.