If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Day of the Tentacle/Unused Text

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Day of the Tentacle.

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
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
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
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
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