Duke Nukem 64
|This page sucks.|
If you could make it suck less, that would be awesome.
Specifically: Pretty much all the screenshots in this article need to be retaken with a non-garbage emulator. The page formatting could also use some work.
Damn! Those censoring scum are going to pay for censoring up my game!
There are a lot of leftover bits from the PC version lingering in the game. Some of it has been changed to protect the identity of those who have been changed. In other words, this edition has been altered in various ways from the PC version.
- 1 Cheats
- 2 Disabled Features / Debbuging Tools
- 3 Unused/Leftover Text
- 4 Sounds
- 5 Graphics
- 6 CON code
- 7 Early Level Design Remnants / Inaccessible Areas
- 8 Regional and Version Differences
Open Cheats Menu
Open Invincibility Cheat
Open Monsters Cheat
Open All Items Cheat
Go To Level
Open Level Cheat
Enter one of the following button sequences (depending on the game's region) at the main menu to enable a cheat menu and the level select contained therein:
Disabled Features / Debbuging Tools
The following Gameshark Cheat forces the game into a debug "texture browser", loosely based on the PC version's Editart. Use the D-Pad to change what tile is displayed.
Using a Gameshark, you can re-enable two cheats from the PC that still happen to be in the game and fully coded. Activator codes have been activated to toggle the cheats on and off at will. The toggling will work better with the "Control Stick Move" control setting. Neither code will activate a text string telling you that the code is enabled, but it should quickly become obvious if the cheat is enabled.
Toggle Clipping (R+Up to enable, R+Down to disable)
Third-Person View (R+Left to enable, R+Right to disable)
Mighty Boot Engaged (A+Z)
Number of Players (change the last number in HEX)
Four players cooperative.
Number of Bots (change the last number in HEX)
FRAME TIME %d 0x%X (0x%X) Code size left = %dk STATIC OVERFLOW Gone over by %dk READ PADS Checking pad %d osPfsInitPak %d Found memory in pad %d ID FATAL Found jolt in pad %d Damaged memory Damaged memory osMotorStop ret %d %d got from InitLoadSaveMenu ID Fatal ID Fatal case %d not handled in InitLoadSaveMenu ID Fatal ID Fatal case %d not handled in CheckPakReturnValue Shit ret error %d Arse ret error %d SAVE ERROR SAVE ERROR FULL Shit ret error %d SAVE ERROR SAVE ERROR FULL ContPakRet = %d ContPakRet = %d case %d not handled in DoLoadGame ContPakRet = %d ContPakRet = %d ContPakRet = %d nf = %d osPfsDeleteFile = %d 1 2 osPfsAllocateFile = %d 3 osPfsReadWriteFile = %d 4 SIZEOF DUKESAVE GAME %d nf = %d osPfsFindFile ret = %d osPfsReadWriteFile ret = %d RequestControllerInit %d Found memory in pad %d ID FATAL Found jolt in pad %d osPfsRepairId ret %d RequestControllerInit %d Found memory in pad %d ID FATAL Found jolt in pad %d AUDIO DMA Buffer overflow, give me more AUDIO_DMA_QUEUE_SIZE Unable to allocate sound! Oh duffer Num Sounds %d Too many Midi tunes, give me more MAX_MIDI_TUNES Num Midi tunes %d alHeap Free 0x%X Sound id out of range %d AUDIO Task overrun, give me more MAX_CLIST_SIZE AngleCount exceeded 512 WARNING : Gone over WallCount WARNING : Gone over SectorFloorCount WARNING : Gone over SectorCeilingCount WARNING : Gone over sectorcount Maximum number of moving sectors (%d) exceeded (%d) Maximum number of moving points (%d) exceeded (%d) Add moving sector %d Tryed to move a sector not in list! SPRITES %d SECTORS %d WALLS %d Set MAXSPRITES to %d Set MAXSECTORS to %d Set MAXWALLS to %d %d %d %d Starting decrunch From %x To %x Failed to decrunch sectors Decruned sectors Failed to decrunch walls Decruned walls Failed to decrunch sprites Decruned sprites Failed to decrunch vtxs Decruned vtxs %d %d %d Vert memory = %dk Vertex data size = %dk Gfx memory = %dk Done this bit! Draw Boss Render mode %d Combine mode %d Maximum number of displayed sprites reached (256) picnum %d Data too big to fit in cache Lock pointer = 0 Lock pointer > 200 CACHE SPACE ALL LOCKED UP! Could not find any locators for SE# 6 and 14 with a hitag of %ld. Sprite overflow caused by TOAD Sprite overflow caused by LARD Sprite overflow caused by DOG Sprite overflow caused by ONION Script overflow 1 Script overflow 2 Script overflow 3 Script overflow 5 Script overflow 6 Too many sprites spawned : PN = %d OW = %d Found lonely Sector Effector (lotag 0) at (%ld,%ld) Too many moving sectors at (%ld,%ld). Subway found no zero'd sectors with locators at (%ld,%ld). Sprite overflow caused by LEMMING Sprite overflow caused by HAMSTER Sprite overflow caused by GERBIL Too many cycling sectors. Too many switches (64 max). Too many mirrors (64 max.) Too many 'anim' walls (max 512.) Too many player sprites (max 20.) Sprite overflow caused by CHEESE Sprite overflow caused by LEMON Sprite loading mismatch RSP SW Version: 2.0H, 02-12-97 SGI U64 GFX SW TEAM: S Anderson, S Carr, H Cheng, K Luster, R Moore, N Pooley, A Srinivasan
These are messages meant to be displayed in-game. Most of them are carried over from the PC version and only the new ones are commented.
- 0 - AUTO AIMING
- 1 - SHOW MAP: OFF
- 7 - WASTED!
- 11 - ALL DOORS UNLOCKED
- 16 - SWITCH OPERATED ONLY!
- 17 - CHEET!!!: Taunting.
- 18 - GOD MODE: OFF
- 20 - CROSSHAIR: ON
- 21 - CROSSHAIR: OFF
- 22 - YOU'RE TOO GOOD TO BE CHEATING!
- 23 - MESSAGES: ON
- 24 - MESSAGES: OFF
- 25 - TYPE THE CHEAT CODE:
- 26 - DETAIL: LOW
- 27 - DETAIL: HIGH
- 28 - WILL ALWAYS HAVE NO FUTURE
- 29 - BRIGHTNESS LEVEL: ONE
- 30 - BRIGHTNESS LEVEL: TWO
- 31 - BRIGHTNESS LEVEL: THREE
- 32 - BRIGHTNESS LEVEL: FOUR
- 33 - BRIGHTNESS LEVEL: FIVE
- 34 - SOUND: ON
- 35 - SOUND: OFF
- 36 - SCREEN CAPTURED
- 40 - Press F1 for Help
- 42 - BODY SUIT
- 44 - MOUSE AIMING OFF
- 45 - MOUSE AIMING ON
- 46 - CHEAT CODE: UNRECOGNIZED
- 49 - HOLODUKE NOT FOUND YET!
- 50 - JETPACK NOT FOUND YET!
- 73 - WEAPON LOWERED
- 74 - WEAPON RAISED
- 77 - SPACE SUIT ON
- 79 - BUY MAJOR STRYKER
- 80 - MIGHTY FOOT ENGAGED
- 81 - WEAPON MODE ON
- 82 - WEAPON MODE OFF
- 83 - FOLLOW MODE OFF
- 84 - FOLLOW MODE ON
- 85 - RUN MODE OFF
- 86 - RUN MODE ON
- 92 - MUSIC: ON
- 93 - MUSIC: OFF
- 94 - SCROLL MODE: ON
- 95 - SCROLL MODE: OFF
- 96 - BRIGHTNESS LEVEL: SIX
- 97 - BRIGHTNESS LEVEL: SEVEN
- 98 - BRIGHTNESS LEVEL: EIGHT
- 99 - REGISTER COSMO TODAY!
- 100 - ALL LOCKS TOGGLED
- 103 - SCREEN SAVED
- 105 - PIRATES SUCK!
- 108 - YOU'RE BURNING!
- 109 - VIEW MODE OFF
- 110 - VIEW MODE ON
- 111 - SHOW MAP: ON
- 112 - CLIPPING: ON
- 113 - CLIPPING: OFF
- 114 - !!! INCORRECT VERSION !!!
- 115 - KILLED BY PLAYER XX: Placeholder.
- 116 - KILLED BY PLAYER XX: Placeholder.
- 117 - KILLED BY PLAYER XX: Placeholder.
- 118 - KILLED BY PLAYER XX: Placeholder.
- 119 - GOT ALL WEAPONS/AMMO
- 120 - GOT ALL INVENTORY
- 121 - GOT ALL KEYS
- 122 - <Please Leave Blank>
- 124 - YOU CANNOT DEFEAT ME WITH PARAMECIUM ALONE: An Easter Egg or developer in-joke reference to Forgotten Worlds on the TG16.
- 128 - GAS GRENADES!: Alternate ammo for the grenade launcher that was removed from the game.
- 129 - RUBBER BULLETS!: Another alternate ammo for the grenade launcher that was removed from the game.
There is one unused sound in the game (#269):
For comparison, this video shows a man firing rubber bullets.
Like the PC version, ambience sounds are used in the levels (flag 2). Unfortunately, they do not work properly. For example, at the rooftop in the start of the first level there was supposed to have a "WIND_AMBIENCE" sound effect, and when the player gets to the street "FIRE_CRACKLE" should be played near the burning dumpster.
Like the PC version, the sounds have a list of random pitch values. However the engine doesn't seem to support this function.
Graphics left-over from the PC version are not going to be included, since there are tons of it and it is not relevant.
Starry sky texture
Tile 3940 is a 128x128px texture of a starry sky:
However it's incorrectly displayed as a flat blue color in-game.
In the European version the texture is partially displayed, however only a slice of 128x32px is rendered.
The apostrophe character of the menu font has a different style from the other characters. Instead of being white with a black border, the interior has a gray tone reminiscent from the red menu font in Duke Nukem: Atomic Edition.
Images from older versions of the game show this style was used for all characters at some point:
Actors for explosions and other stuff have a 33% translucency cstat (unlike the PC version), however such effect is obscured by the colorized effect unique to the N64 port, with the exception of the Octabrain projectile.
The translucency can be seen in older screenshots:
In the PC version, players are assigned with a palette ranging from 9 to 16 which change the colors of Duke pants. Increasing the number of players using a Gameshark code reveals these palettes are still applied, but they aren't different with exception of the 5th player which is turned green. This is due to palette 14 being used by the secret level nukebutton exit switch.
There are two unused actors (tiles 3725 and 3757) which use the code for female NPCs. An interview with Eurocom before the game release mentions women that would wear T-shirts with the slogans "Eat me" or "Wear fur".
Early Level Design Remnants / Inaccessible Areas
Some of the new exclusive areas use lookup palettes that were only present in the PC version. For example, in the Raw Meat bar, the tables use palette 17 (blue), the microphone palette 14 (dark green) and the Karaoke sign palette 24 (white).
In this version, the parallax sky texture is not displayed, instead a texture is always displayed in the background. Most levels use textures that are remnants from the PC version, or placeholders. However two of the new multiplayer levels have an interesting choice of textures for the sky.
Castle Dukenstein use an eerie texture with visible skulls.
Noctis Labyrinthus use the lunar sky with a reddish palette, akin to the Mars scene in Total Recall which this level was inspired. Because the sky use a palette, it blocks projectiles.
Whenever the player is underwater, the color of everything is changed to blue, regardless of it's base palette. This obscures the color used in many underwater areas. The palettes are visible when using no-clip cheat, since the underwater color is disabled when clipping through a wall.
The engine doesn't render textures with non-power of 2 dimensions the same way as the PC version, however the maps are visible designed for the later, including the new exclusive areas.
Captive women monster spawns
The captive women still have links to spawning monsters from the PC version, although they have no effect. None of the captive women exclusive to this version have links.
Tile 1294 (PODFEM1) is used in some maps (most from the second episode) instead of 3821, but in-game they are replaced with 3821.
With the "No Clipping" cheat on, go to the bathroom area in Hollywood Holocaust. Where the first picture is, go straight through the wall. You'll come to a mirror image of the restroom area, but both of the passageways will lead to dead ends. There are also no objects in this room. It's a safe bet to say that they were at one time trying to test mirror effects in the N64 port.
In the PC version the mirror effect is achieved by rendering the scene twice. This would not be possible in the N64 version, which was adapted to use the native 3D rendering of the console. It seems the idea above was the same as the PlayStation version, recreating the map on the other side of the mirror. However this approach would also have technical problems, and would not work on many maps since this version uses true 3D rendering, namely the parts which the areas inside of the mirrors would occupy the same space as other areas of the maps. It's also very likely the developers didn't had time for this approach, since it would require to manually edit the maps.
From the beginning of the level, go through the first two rooms and into the room where you press the off/on switch to open the windows. In the little room in front of you that opens up after you walk in, walk up to it, but stand just outside of it. Turn left, and use the “No clipping” Gameshark code and slowly walk through the wall until you come to a tiny, tiny room with a grey and blue wall in front of you.
To your left is a switch. Activating the switch opens a panel with scuba gear. To your right is an odd door with the medical red cross on it. Open this up to find a Portable Medkit and Vitamin X.
No idea why this room is even here, much less has items in it. This room also exists, still unused, in the PC version of the map.
In the main "T" hub hallway, go toward the Alpha transport. When you get as far as the button on your left that opens the nearby elevator up, use the "No Clipping" cheat and strafe left into the wall. You will appear on what was a separator ledge between the open area of the hallway and the hallway itself in the PC version, but was merely blocked off by walls for the N64 version.
Right at the end of the level, while you’re going down the stairs to finish the level, stop at the next to last step on the stairs and turn right. Turn on the No Clipping cheat and go through the wall, going directly forward. You’ll end up walking through nothing for a while, but then you’ll end up in a room with a large health container, armor, and if you’re lucky (or just play around the area), one of the columns with the “S” texture on top will be lowered to reveal a Holoduke.
This room is in the PC version, and like with the Incubator area, it's surprising that this was left in with all the changes made to the levels in the game, especially since this level was altered from its iteration in the PC version. No idea why it still remains.
The column uses a texture of a pornographic magazine vending machine which was removed due to censoring, as a result texture 1 (the “S”) is displayed instead.
There is a Pig Cop Tank spawn in Area 51, however all data regarding the enemy has been removed in this version, only the flashing star is visible if there's another player to witness it in co-operative mode.
In the PC version, the windows with treadmills have two spawning sprites with tile number 2165 (LIZMANJUMP). This version replaced them with tile number 1860, which doesn't exist. Interestingly the tile number was known as INNERLAW in early versions of the PC version. It's very likely this is just a typo.
On the cliff face where the front end of the ship is, use a jetpack to fly into the highest part of the wall to find a lone security camera! This multiplayer level is really just a modified portion of the "Babe Land" level from Duke Nukem 3D: Atomic Edition, and was mostly a cut and paste job. There are no security cameras in this level, much less anything to view a security camera through, so its inclusion in this level was merely an oversight.
Regional and Version Differences
In PAL versions, the screens preceding the main menu are closer to the top of the screen.
The width of white space in the white and blue fonts have been changed from 12 and 7 to 6 and 4 pixels respectively in order to accommodate more text per line.
The list of items in the bonus screen is aligned to the right, as there was not enough space for the translated text.
In the screens after the bosses of the first two episodes are defeated, the text starts two lines above to give more room for text.
In the death match scores screen, the first column is moved to the left so the spacing is consistent with the other columns, and the player number is align to the right like the header / footer. the K for "Kills" was changed to a full word ("Tues") and slightly moved to the left, although it's not correctly centered to the numbers.
|Level||North America and European||France|
|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|