Duke Nukem: Total Meltdown
|Duke Nukem: Total Meltdown|
Also known as: Duke Nukem (EU)
This game has unused areas.
Duke Nukem: Total Meltdown is the PlayStation port of Duke Nukem 3D, featuring an exclusive episode and lots of slowdown.
- 1 Disabled Features / Debbuging Tools
- 2 Unused/Leftover Text
- 3 Music
- 4 Sounds
- 5 Graphics
- 6 CON code
- 7 Levels
Disabled Features / Debbuging Tools
Frame Rate Display
It is possible to display the current frame rate of the game through a cheating device. When activated, the frame rate number is displayed at the top-left of the screen.
No Clipping Mode
The No Clipping Mode from the PC version also remains in this port. Entering an invalid area of the map may cause the game to glitch or crash.
Third person view
Like Duke Nukem 64, this game ported over the Third Person Mode from the PC version. However, it is quite glitchy.
800B1879 0001 800EC98A 0001
It's possible to possess the Tripbomb weapon from the PC using a Gameshark code. The weapons has a glitchy appearance, and interestingly it is highlighted in the status bar that you have the weapon. It's not possible to select the weapon (and the player will be stuck with the preceding one), unless it switch automatically when you run out of ammo.
800ECA1A 0101 800ECA1C 0101 800ECA1E 0101 800ECA20 0101 800ECA22 0001
The Microwave Expander from the Atomic Edition version can be used with a Gameshark code. Some of the artwork and sounds are missing, and it uses the RPG handler as the weapon sprite. Curiously some of the enemies exclusive to this version don't have a special death for this weapon.
800EC958 000B 800EC950 0032
The PSX executable (SLUS_003.55 in the US version) contains a long series of strings that aren't present in the game. They include debugging code, error messages, menus and file paths. Several of them are left-over from the PC version, such as the multiplayer menu or the name of .anm files.
PS-X EXE Sony Computer Entertainment Inc. for North America area Setting Baud &Packetsize Raise RTS Waiting for CTS Drop RTS Kickstart read synchronous write TM synchronous write failed start async read TMR asyn read error SIO handshake complete DUKEBOT sio: tpage: (%d,%d,%d,%d) clut: (%d,%d) clip (%3d,%3d)-(%d,%d) ofs (%3d,%3d) tw (%d,%d)-(%d,%d) dtd %d dfe %d disp (%3d,%3d)-(%d,%d) screen (%3d,%3d)-(%d,%d) isinter %d isrgb24 %d $Id: sys.c,v 1.135 1997/09/02 13:37:26 noda Exp $ ResetGraph:jtb=%08x,env=%08x ResetGraph(%d)... SetGraphDebug:level:%d,type:%d reverse:%d SetGrapQue(%d)... DrawSyncCallback(%08x)... SetDispMask(%d)... DrawSync(%d)... %s:bad RECT (%d,%d)-(%d,%d) %s: ClearImage ClearImage2 LoadImage StoreImage MoveImage ClearOTag(%08x,%d)... ClearOTagR(%08x,%d)... DrawOTag(%08x)... PutDrawEnv(%08x)... DrawOTagEnv(%08x,&08x)... PutDispEnv(%08x)... GPU timeout:que=%d,stat=%08x,chcr=%08x,madr=%08x, LoadImage2 bad hankaku code 0x%x MDEC_rest:bad option(%d) MDEC_in_sync MDEC_out_sync DMA=(%d,%d), ADDR=(0x%08x->0x%08x) FIFO=(%d,%d),BUSY=%d,DREQ=(%d,%d),RGB24=%d,STP=%d %s timeout: VSync: timeout $Id: intr.c,v 1.76 1997/02/12 12:45:05 makoto Exp $ unexpected interrupt(%04x) intr timeout(%04x:%04x) DMA bus error: code=%08x MADR[%d]=%08x SPU:T/O [%s] wait (reset) wait (wrdy H -> L) wait (dmaf clear/W) CdInit: Init failed none CdlReadS CdlSeekP CdlSeekL CdlGetTD CdlGetTN CdlGetlocP CdlGetlocL CdlSetmode CdlSetfilter CdlDemute CdlMute CdlReset CdlPause CdlStop CdlStandby CdlReadN CdlBackward CdlForward CdlPlay CdlSetloc CdlNop CdlSync DiskError DataEnd Acknowledge Complete DataReady NoIntr CD timeout: %s:(%s) Sync=%s, Ready=%s DiskError: com=%s,code=(%02x:%02x) CDROM: unknown intr (%d) CD_sync CD_ready %s... %s: no param CD_cw $Id: bios.c,v 1.86 1997/03/28 07:42:42 makoto Exp $ CD_init: addr=%08x CD_datasync %s: path level (%d) error %s: dir was not found CdSearchFile: disc error CdSearchFile: searching %s... %s: found %s: not found CD_newmedia: Read error in cd_read(PVD) CD001 CD_newmedia: Disc format error in cd_read(PVD) CD_newmedia: Read error (PT:%08x) CD_newmedia: sarching dir.. %08x,%04x,%04x,%s CD_newmedia: %d dir entries found CD_cachefile: dir not found CD_cachefile: searching... (%02x:%02x:%02x) %8d %s CD_cachefile: %d files found CdRead: sector error CdRead: Shell open... CdRead: retry... DMA STATUS ERROR %x Library Programs (c) 1993-1997 Sony Computer Entertainment Inc., All Rights Reserved. PS-X Control TAP Driver Ver 3.0 unexpected packettype %d,l=%d You cannot play Duke with different versions. Too many moving sectors at (%ld,%ld). logo.anm Duke Nukem 3D(tm) Copyright 1989, 1996 Todd Replogle and 3D Realms Entertainment I want to make a game with trees 16 Possible Dukes game4.c bu%1d0: COOPERATIVE PLAY DUKEMATCH, NO SPAWN DUKEMATCH, SPAWN ON OFF GAME TYPE LEVEL START GAME ABORT this game? (Y/N) USER MAP Too many switches (64 max). vol41a.anm vol42a.anm vol43a.anm Map %s not found! frag %d killed %d engine.c None \%s;1 bu00:BASLUS-003550 bu00:BASLUS-00355A_00 Could not reload level during loadgame %d BLOCKS. bu00:BASLUS-00355* bu00: bu00:*
The game list 11 map files for each episode, meaning it includes files that aren't present in the PSX port (or any version of the game).
E1L7.map E1L8.map [...] E1L10.map E1L11.map [...] E4L8.map E4L9.map E4L10.map E4L11.map [...] E5L11.map
DAMN I'M GOOD
The fourth skill level is not available in this version.
BUTT KICKING ZONE
Name for the episode that contains the multiplayer levels. It cannot be seen during normal gameplay since the automap is replaced with a pause button.
The name for a unused level.
These are messages meant to be displayed in-game. They are all carried over from the PC version, some being rewritten in the PSX port.
SHOW MAP: OFF ACTIVATED LOCKED GIVING EVERYTHING! ALL DOORS UNLOCKED SWITCH OPERATED ONLY! GOD MODE: ON GOD MODE: OFF YOU'RE TOO GOOD TO BE CHEATING! GIMME A CHEAT CODE... CHEAT CODE: UNRECOGNIZED HOLODUKE NOT FOUND YET! JETPACK NOT FOUND YET! ALL LOCKS TOGGLED YOU'RE BURNING! SHOW MAP: ON !!! INCORRECT VERSION !!! <Please Leave Blank #0...> <Please Leave Blank #1...> <Please Leave Blank #2...> YOU CANNOT QUICKSAVE WHEN DEAD GOT ALL WEAPONS AND AMMO GOT ALL INVENTORY GOT ALL KEYS <012345678901234567890123456789012345678901234567890123456789> MAP HAS A DIFFERENT NUMBER OF PLAYERS
A number of songs on the disc aren't used. Song names taken from the composer's website.
- XA_2.XA, track #6 ("Metallic Horrific 1") - An unused original track. Why it didn't make the cut is unknown.
- XA_4.XA, track #4 ("Pob") - An arrangement of a track from Atomic Edition. Used, strangely enough, in the "Blank" map.
As mentioned in the manual, the game disc contains three redbook audio tracks that are played while you're in the game. Surprisingly, those three tracks are also stored as WAV files on the disc (with quality superior to that of the XA files used by the game), and were probably used to pad the game data.
The following sounds exclusives to the PSX port are not used in the game:
- 316 - Underwater Drone recog
- 319 - Underwater Drone dying
- 322 - Zombie Pig Cop recog
- 327 - Pig-in-a-Dress recog
The following sounds are listed in the .pmp data, but the sound files don't exist:
- 108 - Overlord dying.
- 136 - Assault Commander spotting the player.
- 184 - Chanting.
- 235 - "Now this is a force to be reckoned with!"
- 278 - "This is K.T.I.T. - Kay Tit - playing the breast...uhh...the best tunes in town!"
- 285 - "We meet again Doctor Jones."
- 324 - Zombie Pig Cop roaming.
- 343 - Unknown speech.
Repeating-type sounds have twice the length and the second half is used for a fading effect. However this doesn't seem to be used in the game, as sounds stop playing abruptly when you are out of range.
Early sound definitions
The five parameters for the sounds listed in the E1L9.PMP file (used for the menu) are of an intermediate version between the PSX normal levels and the PC version.
Graphics left-over from the PC version are not going to be included, since there are tons of it and it is not relevant.
The following tile numbers are listed in the .pmp data, but the art is not present. It seems unlikely any real artwork was ever present for the vast majority, and this seems to be just a mistake when listing the art used for each level.
A room in E4L3 (Gates Motel) contains a typewriter that only appears in this room. However, it's impossible to see this object without the noclip cheat, as you can only enter the room by exploding the door - the typewriter is caught in the blast and destroyed.
There is a video arcade in the Ministry of Fear level, however the texture that supposedly would display the arcade controllers shows the message "Removed for legal reasons!".
The game has 3 new breakable objects (tiles 3722, 3743 and 3767) which have missing art. One of the arcade screens in Ministry of Fear (tile 3736) also has a code for a breakable object, presumably it was removed from the game and the slot was used for something else, but the code remains.
E1L9 is called "Blank" and consists of a small C-shaped room covered in the default texture and nothing else. Curiously, an unused track (Pob) is assigned to this map.
The map appears to be a placeholder, as the artwork and sounds used in the menus or screens are packed with the E1L9.PMP file. As a result sprites appear to be glitchy in this level, due to gameplay related artwork not being included in the PMP file.
Unused Skill Setting
While the hardest skill level (Damn I'm Good) was removed from this version of the game, several levels - including from the PSX-exclusive Plug and Pray episode - contain enemies that are flagged to only be present on that skill. The new exclusive enemies were also coded to respawn in this skill.
Unlike the PC version, the PSX version only allows 10 specific maps to be played in multiplayer, by way of a hidden 5th episode (Butt Kicking Zone) that contains slighly modified versions of maps from the main episodes along with a single exclusive map (Quirk of Fate).
Despite that, many maps contain sprites and actors flagged to only appear in single-player, multiplayer or, strangely, co-op (which doesn't exist in this port). It should also be noted that most levels have keycard switches on both sides of locked doors, which are present in Single-Player despite serving only during multiplayer.
While predictable for maps ported from the PC version, it also extends to the PSX-exclusive levels:
- E4L1 (Nightmare Zone): Co-operative and Dukematch spawn points, multiplayer-only items and switches.
- E4L2 (Trackside Tragedy): Dukematch spawn points, multiplayer-only items.
- E4L3 (Gates Motel): Co-operative and Dukematch spawn points (swapped).
- E4L4 (Duke Royale): Co-operative and Dukematch spawn points, multiplayer-only items and switches.
- E4L5 (Alien Rendezvous): This map has no multiplayer content, also the geometry may prevent the level from being completed (or even played) outside of single-player.
- E4L6 (Ministry of Fear): Co-operative and Dukematch spawn points (swapped), multiplayer-only items
- E5L1 (Quirk of Fate): Enemies (this is a Dukematch-only level, so enemies cannot be seen without cheats).
Early Level Design Remnants / Inaccessible Areas
There are three Enforcer spawn points in the dining table, though nothing ever activates them.
Ministry of Fear
There is a hidden teleporter in a secret area; however, the door is non-functional, and thus it is impossible to reach without cheating. The teleporter does nothing because the destination area for it doesn't exist.
There is an unused door intended to block the third passage (red access key) to the boss area once you step on the dance floor. Due to an incorrect tag, it never closes, allowing you to go back to the rest of the level.
|The Duke Nukem series|
|DOS||Duke Nukem • Duke Nukem II • Duke Nukem 3D (Prototypes)|
|Windows||Duke Nukem: Manhattan Project • Duke Nukem Forever • Duke Nukem 3D: 20th Anniversary World Tour|
|Mac OS Classic||Duke Nukem 3D (Prototypes)|
|Genesis||Duke Nukem 3D|
|Nintendo 64||Duke Nukem 64 • Duke Nukem: Zero Hour|
|PlayStation||Duke Nukem: Total Meltdown • Duke Nukem: Time to Kill • Duke Nukem: Land of the Babes|
|Sega Saturn||Duke Nukem 3D|
|Game Boy (Color)||Duke Nukem|
|Game Boy Advance||Duke Nukem Advance|