Day of the Tentacle/Unused Text
This is a sub-page of Day of the Tentacle.
Contents
Unused Text
Hoagvernard
The three-headed creature you play as during the final section of the game is never explicitly named during gameplay, but the name "Hoagvernard" can be seen in the game's scripts, an obvious pormanteau of Hoagie, Laverne and Bernard. This name has also been confirmed by the developers on Twitter. Apparently "Loagienard" was also considered.
Easy Mode?
It seems Day of the Tentacle was going to have an easier difficulty mode at some point in development. Just before it sets the game name, it also sets the unused text "Regular Mode". Monkey Island 2: LeChuck's Revenge does the same thing.
Monkey Island 2 | Day of the Tentacle |
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PutCodeInString(26, "Regular Mode") PutCodeInString(28, "Monkey 2 (v1.0 11/21/91)") |
arrayOps.arrayOps205("Regular Mode",0,231) arrayOps.arrayOps205("Day of the Tentacle Version CD 1.6",0,230) |
Later on in the Monkey Island 2 scripts, the "Regular Mode" text is changed to "Easy Mode" if the user ticks the "Monkey 2 Lite" option when first starting the game.
Monkey Island 2 |
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if (Bit[567]) { Bit[567] = 0; PutCodeInString(26, "Regular Mode"); } else { Bit[567] = 1; PutCodeInString(26, "Easy Mode"); } |
It would be easy to brush this aside as a simple Monkey Island 2 leftover, except the original design document mentions that "Easy mode will make a triumphant re-appearance.", making it possible this was some leftover of a larger feature.
Unused Cut-Away Text
There is unused text saying "...nothing much happens", stored right next to the "Meanwhilst..." text, used for the cut-aways in the past. It seems like it would probably have been used after all puzzles in the Past are solved, and all the founding fathers gags are exhausted, but instead cut-aways just stop happening completely at that point.
Unseen Object Names
The sky above the house during the thunder cutscene is called "sky-thingy".
The broken window seen during the FIRE! scene is called "window-window".
There are two objects that can't be seen in the attic in the past. They are "Jed's matress" and "Ned's squeaky mattress". They're fully scripted to work and have some associated unused dialogue. It seems they were meant to appear after the two mattresses are swapped.
The buttons on the security monitor all have names that aren't displayed in-game. They are "fast forward", "play", "stop", "speed", "rewind", "record" and "eject".
The outdoor room in the future near the tree has some object names that can't be seen. They are "tree-image", "hunter standin" and "tree debris", and are used for objects only shown during cutscenes.
The house seen from a distance during the skunk/prison break cutscene is called "house-from-sky".
There are a few object names that can't be seen in the future secret lab. They are "hamster eyes", "conveyor belt" and "booby trap". In-game they show as "mouse hole", "generator" and "glove apparatus", respectively.
Developer Text
Error Handlers and Debug Text
These were all found in tentacle.001, unless otherwise specified.
Debug text to do with switching characters and stuff:
bernie laver-baby hoag-boy starting hoagie script
Debug text printed to the console during the debut of the Chron-O-John sequence:
*gasp* Yaaaaaaaaaaahhhhh! EEeeeeeeeeeeee!
Debug text printed to the console when the Cigar Salesman laughs after blowing Bernard's head off:
HA HA HA
Debug text printed to the console when Hoagvernard returns to normal size during the Old Purple Tentacle finale, in the Basement:
wave starting
Debug text relating to the credits sequence. Ooh boy, I wouldn't wanna be that programmer right now... what an idiot!
Some Programmer is an idiot because they didn't adjust the NUMBER-OF-CREDITS define when they added a credit!!!!! Jiffy adjustment: Adjusted jiffies: Credit count: jiffy2 is
Debug text relating to the copy protection which is still present in the CD release, even though it never has copy protection enabled:
copy-protect: point 5 copy-protect: point 1 copy-protect: point 2 copy-protect: point 3 copy-protect: point 4
Text relating to functions in Debug Mode:
Machine rating is Molasses machine. Street legal machine. Trans-warp drive machine. Debugging mode not active Live MIDI OFF :-( Live MIDI ON :-) ambience debugging on ambience debugging off this room is #
These lines can be seen in the ScummVM console when "ambience debugging" is enabled (see Debug Mode):
selected-room selected-actor ambience: q-sound: q-id: chunk: beat: tick: volume: speed: priority: hook:
Debug text relating to sound stuff:
warm boot ending warm boot after ending warm-boot-music-after-marker was started sound-wasn't playing or multiple iterations ********************************************************** WB-after-marker: sound-wasn't running... clearing queue and warm-booting marker has cleared, time to exit warm boot after marker fade time was 0 or omitted in part-fader ENTERING verify start sound we found a trigger on the queue! no trigger in the queue. just starting the sound sound was already running. not doing anything LEAVING verify start sound ENTERING q-it-up ************************************************************************************************* LEAVING q-it-up the current ambience in change-ambience is we found a trigger on the queue! no trigger in the queue. just starting the sound sound was already running. not doing anything no trigger in the queue. just starting the sound sound was already running. not doing anything error flag is not 2 fade time was 0 or omitted in part-fader
Debug text to do with sound drivers:
driver paused present queued frdnkids queued something else playing driver unpaused
Unknown debug text:
Optimum beat: 28 Current beat: Beats past optimum: Optimum beat: 46 Current beat: Beats past optimum: Optimum beat: 80 Optimum beat: 101 Optimum beat: 146 Optimum beat: 172 Optimum beat: 187 Optimum beat: 222
More unknown debug text:
x2 value overflowing in ellipse check y2 value overflowing in ellipse check very skinny ellipse warning very flat ellipse warning
Miscellaneous debug text, some of which appears in the ScummVM Console when Debug Mode is active:
Talk color for actor Selected actor is Key pressed: YO! we changed a room!
A version number (and build date):
6.4.2 (Jun 02 1993 18:04:22)
All sorts of debug text from the interpreter, tentacle.exe:
CharsetColorArray fixed size %d Loading illegal charset %d Nuking illegal charset %d Room %d not a valid room Heap %dK, ems %dK Illegal ID (%s) in savegame, looking for '%s' Illegal ID (%s) in savegame Loading unknown globtype %d from saveload Object %d stopped with active cutscene/override in exit Script %d stopped with active cutscene/override in exit Object %d not in room %d More than %d objects in room %d Room %d missing object code block(s) Room %s missing image block(s) Room %d not in %s Unable to find '%s' Press ENTER RMEM_sizeof pointer mis-match Not enough blocks read from directory max costume room sound script charset inventory verb array flobject temp scale table actor name buffer boxes new name Bad ID (%08x) %s found in directory Not enough blocks read from directory %s %d undefined %s %d not in room %d at %ld+%ld Screen Y size %d > Room height %d Room %s %d strip drawn to %d below window bottom %d Draw object que overflow Object No image for verb %d Verb HEAP FixPointers SysMalloc failed array[%d][%d] Too many %ss (%d) in directory Invalid size allocating %s %d size %ld IsGlobInUse %s Illegal Glob type %d num %d Box path vertex heap overflow Box matrix overflow Bad type while getting base address Script %d stopped with active cutscene/override Object %d stopped with active cutscene/override Too many nested scripts Code for object %d not in room %d Local script %d is not in room %d Too many scripts running, %d max Variable %d out of range(w) Bit variable %d out of range(r) Local variable %d out of range(w) Variable %d out of range(w) Bit variable %d out of range(w) Local variable %d out of range(w) (min %d, max %d) Script %d ending with active cutscene/override Object %d ending with active cutscene/override Sound que buffer overflow Cutscene stack overflow Cutscene stack empty Cursor state greater than 1 in script %d clear-heap not working yet. Illegal new verb slot %d Too many verbs Illegal palet slot %d Scumm Opcode %d illegal Message stack not allocated Message stack overflow Printing with bad charset %d Can only copy background to main window Scale table %d not defined Actor %d at %d, scale %d out of range PutActor %d out of range Illegal StartWalk actor %d illegal box %d StartAnim Illegal Actor %d Actor %d costume %d invalid Interpreter Version %s Unknown flag: '%s' Unable to locate overlay '%s' Overlay Alloc failed for %s Error %d loading overlay %s System needs more charsets want %d Invalid Palette %d Too many colors (%d) in Palette Stop Cycle %d Out Of Range Invalid Palette %d %2d. WARNING... old savegame Cursor Cursor Too Wide Cursor Image too large Invalid object (%d) when %d objects in room %d Not enough cursor code blocks in room %d Object %d code not found in room %d Not enough image blocks in room %d Cursor Holder Array overflow %d Cursor Image too large Cursor Image %d not found in room %d Can't set actor %d name with new-name-of Can't set name of object %d New name of %d overflows name table (max = %d) save string not implemented load string not implemented Must DIM a two dimentional array before assigning array copy and cat not working yet Out of array ptrs %d (proj.ifo num-of-str) Can't define bit variable as array pointer No verb block in object %d object %d out of range in getState object %d out of range in putState state %d out of range in putState object %d out of range in getOwner object %d out of range in putOwner owner %d out of range in putOwner object %d out of range in getClass class %d out of range in getClass object %d out of range in putClass class %d out of range in putClass Inventory full, %d max items Flobject table full, %d max items Can't grab verb images from flobjects No images found in room %d More (%d) than %d objects in room %d Not enough image blocks in room %d Image %d not found in room %d No object found in room %d More than %d objects in room %d Not enough code blocks in room %d Object %d not found in room %d LoadFlobject %d No objects found in room %d More than %d objects in room %d Not enough flobject code blocks in room %d Object %d code not found in room %d Not enough flobject image blocks in room %d Object %d image not found in room %d Too many objects in current room closest-actor function has been removed pick out of range Too many items in stack list Internal stack not zero Bad stack command found %d EMMXXXX0 EMS page map error 0x%04x Can't Goto rooms when cut-scene/override pending In '%s' %d Goto In '%s' %d Goto %d xpos Pickup Object Pickup Object %d in room VAR VAR %d was %d set to boot param (%s) Not found in %03d... illegal block len %ld <<NMSG>>
MIDI Track Names
Some of the MIDI files in the game have interesting track names that briefly explain what they're used for, or just say something strange. (margerine??)
Description | Text |
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Bird falls from sky cue (AdLib) | birdfall |
Bird falls from sky cue (Roland MT-32) | snort |
"Okay, we'll spread out, commando-style..." | intro |
Floating clock in vortex | chk 1 |
Floating eyeball in vortex | chk 1 |
Floating Purple Tentacle in vortex | purple |
Switch to Bernard cue | bernback |
Clock tick | chk 1 |
Clock tock | chk 1 |
Flushing the Plans to Hoagie | Main Theme |
Sleepwalking Dr. Fred | Main theme: |
Pulling Ted onto the roof | Priorities Bumped in |
Ned/Jed hammer sound | chk 1 |
Betsy Ross (Meanwhilst cut-away theme) | betsy |
Washing the Carriage | thunder |
Switch to Laverne cue | hnging |
The Tree disappears | hnging |
Tentacle Jail | main loop |
The Flag changes into the tentacle costume | hnging |
Success cue | margerine |
Bernard separates from Hoagie and Laverne | hnging |
Unused epilogue cue | hnging |
Laverne starts to separate from Hoagie | hnging |
Laverne separating from Hoagie | Main Loop |
End credits | margerine |
For some reason, this MIDI (and only this MIDI) is fully commented, albeit with some typos.
Description | Text |
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Dr. Fred tells Bernard to look for the super battery plans | bernback B emerges conversation begins Plug them in ? Start talkin plans (bernard theme) Theyre in this house somehere I think I made myself perfectly clre |