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Duke Nukem: Total Meltdown

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Title Screen

Duke Nukem: Total Meltdown

Also known as: Duke Nukem (EU)
Developers: 3D Realms, Aardvark Software
Publishers: GT Interactive (US/EU), King Records (JP)
Platform: PlayStation
Released in JP: January 28, 1999
Released in US: December 8, 1997
Released in EU: 1997


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.
BonusIcon.png This game has hidden bonus content.


Duke Nukem: Total Meltdown is the PlayStation port of Duke Nukem 3D, featuring an exclusive episode and lots of slowdown.

Disabled Features / Debbuging Tools

Frame Rate Display

DukeNukemTotalMeltdown-FrameRateDisplay.png

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.

800B5326 0001

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.

800B52C2 0101

Third person view

DukeNukenTotalMeltdown ThirdPerson.png

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

Laser Tripbomb

DukeNukemTotalMeltdown tripbomb.png

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

Microwave Expander

Dntmexpander.png

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

Unused/Leftover Text

Misc

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:*

Map files

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

Labels

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.

BLANK

The name for a unused level.

Game Messages

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

Music

Unused Music

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.

Extra Music

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.

  • 28DISTOR.WAV
  • 30CHAING.WAV
  • 38CHEMIC.WAV

Sounds

Unused Sounds

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

Missing Sounds

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.

Fading sounds

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

Unused graphics

Graphics left-over from the PC version are not going to be included, since there are tons of it and it is not relevant.

Picture Color depth ID(s) Description
Dntm tile 0081.png 4-bit 81 Part of the sky in lunar levels. There's one less tile than the PC, but accidentally 2 were removed from the code.
Dntm tile 1349.png Dntm tile 1350.png Dntm tile 1351.png 4-bit 1349-1351 The additional Holoduke frames were disabled in the CON.
Dntm tile 1700.png Dntm tile 1701.png Dntm tile 1702.png 6-bit 1700-1702 Assault Trooper frames. These tiles are also not used for the enemy in the PC version too, but new art has also been created in this version.
Dntm overlord.png 6-bit 2809 Like the PC version, the last frame of the Overlord dying is not used.

The animation of the Overlord dying seems to have been extended in this version, and instead of falling to the ground, the enemy freezes in mid-air. In fact proper frames for the corpse lying on the floor are missing completely from the data files.

Dntm tile 3090.png 8-bit 3090 Menu font percent symbol mixed with the PC "MINIFONT" symbols. It's copy of tile 3009, except that the colors were not compressed.
DNTM 1405 pal 9.png DNTM 1405 pal 10.png DNTM 1405 pal 11.png DNTM 1405 pal 12.png DNTM 1405 pal 13.png DNTM 1405 pal 14.png DNTM 1405 pal 15.png DNTM 1405 pal 16.png 6-bit 1400-1403
1405-1409
1420-1469
1491-1505
1511-1515
1518
1780-1799
2521-2522
Despite the game only supporting multiplayer with 2 players, it contains the colors for 8 players like the PC version (only the first 2 colors are used).

Missing graphics

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.

  • 416
  • 1470-1490
  • 1506-1510
  • 1516-1517
  • 1735-1737
  • 1887-1889
  • 1945-1949
  • 2178-2179
  • 2186-2189
  • 2399
  • 2759
  • 3056

Misc

Would you like to save your game?

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.

Dntmlegal.png

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!".

CON code

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.

Levels

Unused Level

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.

DNTM E1L9.png

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.

Multiplayer Content

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

Gates Motel

DukeNukemTotalMeltdown E4l3 unusedenforcers.png

There are three Enforcer spawn points in the dining table, though nothing ever activates them.

Ministry of Fear

DukeNukemTotalMeltdown E4l6 teleport.png

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.