Proto:Disney's Donald Duck: Goin' Quackers (Windows)
This page details one or more prototype versions of Disney's Donald Duck: Goin' Quackers (Windows).
To do:
|
The Donald Duck Demo was included in various demo discs from Mickey Mouse magazines and more. It has several differences between the final. Only 4 levels can be played in the demo. It can be downloaded from here: http://kuribo64.net/board/thread.php?id=3352
Contents
General
- The game's executable is 2157 kb in size while the final version is just 681 kb.
Proto | Final (US) |
---|---|
- Donald Duck Goin Quackers was simply named "Donald Duck Demo" and it also had a simple copyright.
- The logo is quite different because the name of the game has not yet been determined.
Proto | Final |
---|---|
Proto | Final |
---|---|
- Only three languages could be selected
- Gyro's house looks different and unfinished, with less decorations and different textures and models.
- A floating star was visible at the selected text, just like the butterfly from Rayman 2's menus
- The clock displayed the flag with a pole in the proto.
- TV in the background constantly shows the test pattern in the proto, while in the final it only shows it in the picture settings.
- There is no menu music
- Videosettings didn't exist yet.
- No loading screen for the menu is present and shows the titlescreen instead.
Proto | Final |
---|---|
- The HUD had a more mechanic design that was changed drastically in the final.
- The golden warp pad was absent in the HUD.
- The font of the numbers was different, less detailed shaded.
Proto | Final |
---|---|
To do: On the final game's data, the string "DDPC991119-v0002" can be found at the top. This may still be true here, on the proto, since the Pause Screen doesn't show the full image in-game. Add extra information regarding the "off-screen" information if that's the case. |
- The pause menu had a different background, that still exists in the final game's data.
- Some of the unused loading screens from the final are used here.
- The stars had a different design:
Proto | Final |
---|---|
Proto | Final |
---|---|
Proto | Final |
---|---|
- The One-Ups had no animation yet and were static.
- The warp pads had a different animation; It changes to black instead of changing back to the gray texture, when entering it.
- Evil books sometimes glitches and still wake up when collecting the toys.
- They also happen to be transparent at random times.
Level Differences
First Avenue
Proto | Final |
---|---|
- The electric areas were darker and some planks were thicker.
- Some walls and fences were changed and some lamps were moved around.
- Many of the enemies had a different model, including the painter and the criminal trash can.
- The background was also absent and used a light blue color instead.
- There was a bug where the red star that was above an electrical box is invisible.
Proto | Final |
---|---|
- The car had a different design. In the final, it was changed to a blue and red theme to present Scrooge McDuck's car.
Proto | Final |
---|---|
- The little balcony to the room with the golden warp pad is not present.
Urban High-Rises
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
- Some textures were different.
- Shading was less detailed.
Haunted Hall
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
- Uses an entirely different song, as the actual theme was probably not composed yet.
- There were fewer morning star obstacles
- The moving camera effect is not present.
- The frankenstein's monsters had a different, less detailed model
- Same goes for the skeleton hand platform, which also lacked some shading
Creepy Corridor
- Used an early version of Eerie Alley's theme, as the actual theme was probably not composed yet.
- The flailing morning star obstacles were a lot faster
- The area with the golden warp pad was not present.
- Wooden signs from the coffins had different textures:
Proto | Final |
---|---|
Audio Differences
Music
General
In the final version, the songs are divided into individual segments, usually from 2 to 4. The songs are either set so that the first segment loops twice before the second segment starts, or the second segment doesn't start until you reach a certain point in a level.
In the demo, however, even the segments are divided into even smaller segments, which are each only up to 4 seconds long (something that is also the case in Rayman 2 which runs on the same engine). Some of the songs in this demo, like First Avenue's theme, loop some of these individual mini segments twice to make some parts of the song a little longer. This was completely removed in the final version.
First Avenue
Proto | Final |
---|---|
The music has a slightly different instrumentation, a longer melody in the beginning and a different crash noise heard at 1:01 (0:54 for the final) that was changed in the final, but can still be heard in the Nintendo 64 port.
The song itself is as long as the final version, but due to looping mini-segments (described above) the song was a bit longer at the beginning.
Urban High Rises
Proto | Final |
---|---|
Percussion was missing and the instrumentation was slightly different. A crash noise can be heard at 0:49 that was removed in the final.
Eerie Alley
Proto | Final |
---|---|
The instrumentation was simpler and lacked some ghostly effects and echoes.
The part between 0:31 and 0:38 was removed in the final version, but can still be heard in the buggy N64 port.
Haunted Halls
Proto | Final |
---|---|
The music is completely different. It appears to be borrowed from the PlayStation version.
Unused Graphics
Early Window
An early version of the window textures that was quite simple in design.
Wooden Wall
Some wooden fences with a "Future" sign.
Early Donald Textures
Simpler textures for Donald's eyes. They can also be found in leaked files from the Nintendo 64 version.
Early Rayman 2 Leftovers
A big number of graphics of an early Rayman 2. Some of them still exist in some proto and final versions of Rayman 2.
Early Icons
HUD
Most likely an early HUD. The wooden vertical meter can still be found in an updated form unused in the final version of Rayman 2. The last 7 icons also exist unchanged and unused in the final. The horizontal yellow and red bar were later used for the music and sound settings in the final game.
Shoot Effect
A shiny shooting effect which is meant to be copied and flipped around like this:
Early Graphics
Early Boss Icons
Proto | Final |
---|---|
The boss icons all had a lower pixel resolution. Some of these were later used in the Nintendo 64 version.
Early Dialogue Icons
Some early dialogue icons. Gladstone's icon got even updated in the final and went simply unused there too. Daisy's icon was later used for Donald's sleeping animation, where a dream cloud appears with her head in the cloud.
These can be seen in pre-release screenshots.
DiLog300_origin.gf
The title screen without the "Donald Duck DEMO /1.1" text.
Polices.tga
An unused font, possibly for debugging features. It also can be found in an early Rayman 2.
Unused Text
The executable is full with developer messages, error strings and debug texts. Interestingly there are also mentions about a "Dynamic Mode".
Developer Messages
You are not allow to use another group to the default You try to release the default channel (0), you not allow to do that ! Strange, the number of free was not valid. The debug function TestMalloc has repaired this data. Please warn the developper of Mmg to fix the Bug Strange, you have request a free with a NULL pointer, please change that Strange, you have request an allocation of 0 Byte, the return value Will be NULL, please change Can not free the Block (in Mmg_fn_vDeleteblock) The number of requested allocation are too high, the debug information memory is full Can not allocate (the block is full) The Static memory address is not valid (not referenced in the debug table), or using a wrong static block The dynamic memory address is not valid (not referenced in the debug table) Can not allocate dynamic memory (in fn_p_vDynAlloc), the system function for allocation failed (return NULL) Impossible to Allocate the block (in Mmg_fn_vInitblock), the system function for allocation failed (return NULL) Can not free the dynamic memory You can NOT use this function with this kind of block: block without Free management The last Allocation Overwrite the Remain check Key, just after the p_cMaxMen The size of the allocation is not compatible with the alignment requested duing the initialization of the block Problem the Mmg_M_SetModeAlloc is not appropriate Example: you try to use Dynamic memory but Mmg_M_SetModeAlloc is set for the Static memory You have selected the Dynamic mode. But __DYNAMIC_MALLOC_ALLOWED__ is not defined The Mmg initialization have to be done before the Erm initialization Malloc system failed in Mmg_fn_vInitBlock function Malloc system failed in InitMmg function Malloc system failed in FirstInitMmgModule function Sorry, too much channels are used Invalid number of channel You've try to access to the memory through Mmg module. But the memory have been locked with Mmg_fn_vLockAlloaction! There is no static memory The BlockId is impossible The moduleId is impossible The address is not a static address The static block that you try to use, is not valid, it's should be not well initialize ! The virtualAlloc function failed (return NULL). Is that enough memory ?? There is too many allocation Overflow after an allocation Overflow before an allocation Overflow after a static malloc Overflow before a static malloc Overflow after a dynamic malloc Overflow before a dynamic malloc the dynamic memory allocated is not aligned (from the 'malloc' system function, in fn_p_vDynAlloc) Alignment error of the beginning address of my block (from the 'malloc' system function, in Mmg_fn_vInitblock) The block tested by testMalloc is not valid, it's should be not initialize ! Mar 12 1998 Memory Manager MMG V6.0.1 X:\cpa\tempgrp\MMG\CpaMmg.c Because 0X%X it's not multiple of %d the size requested (%d) is not a multiple of the alignment(%d) The key expexted should be 0X%X, but we have 0X%X the is not enought memory(%db) for the allocation size requested (%d) there is no free space enougth big (i.e. %db) ,even with the 'added debug information' memory => Total Static Memory used for %d Modules/%d : %db (%.2fKb; %.2fMb) -> Total Static Memory for the module #%d: %db (%.2fKb; %.2fMb) * Block #%d: %db (%.2fKb; %.2fMb) allocated -> Static Memory : General Data for %d Block(s) = %d => module (#%d) : |-----------------------------------------| | Memory Used for the management of Mmg : | |-----------------------------------------| ] ] %s In [ %s{Memory Channel=%d [0X%X, %d] %sMemory Channel=Default ], for Static mode (Block #%d) ], for Static mode (Block #%d) %s ], for Dynamic mode ], for Dynamic mode %s � � RND Base Id Card Camera Id Card MecMatCharacteristic Mechanic IPO structure PCS structure Physical CollSet PO structure Physical objet Octree structure Face index list Octree node Tagged face table Tagged point table Face index Element base table Octree Visual set Mip-mapping Animated texture Camera ZList Police ZBufferForLight Global GLI ViewPortArray ObjectType Element Always Model Always Generator Engine Object Main Char Font Always Active char Morph List Morph Channels List List of Maps BinAnim SnapShot LipSynchro CSO GAM Vignette Speed Matrix Cutted Anim Morph Data Events Key Frames FramesKF Frames Channels Only Frames NTTO Hierarchy Quaternions Vectors A3dGENERAL Interpol BlendRLI Struct Array LOD Element Morphing Main A3D 3DOS Collide Material Miscellaneous file Tga file Gf file Concat file Bmp file File IPT SAI Element Cone Element Aligned Box Element Sphere Element Line Element Point Element TMeshes Element FaceMap Element Indexed triangles Element Sprite Bounding Sphere Rotative Sprite Parallel Box List Of Points Material List Of Edges Material List Of Edges List Of Points List Of Element List Of ElementTypes Main Object IndexByElement Normales points GEO Sound Event Static Light Dynamic Light Sound Element Active Element Character Element Collision Element Graphic Element Sector Super-Object table Super-Object Position AIDebug GraphNode Graph NameOfGraphSection NameOfGraph Arc ListOfArc NodeVector NodeString DsgMem DsgMemBuffer DsgVar DsgVarInfo Intelligence ScriptAI Model ActionTable ActionTableEntry Interpret Rule Comport NodeMacro Macro Mind ZoneSetEncapsulation CsaListElement ZoneSetListElement GeometricZdxListElement ZdxIndexListElement ZdxListElement ObjectTableEvent ObjectTableElement ObjectsTableList Prohibit Transition State Family MS Magnet MS AnimEffect MS Sound MS PrtSrc MS Micro MS SectInfo MS Light MS Way MS CollSet MS CineInfo MS Brain MS Dynamics MS StdGame MS 3dData Mini-structure Script Not declared allocation %i,%03i,%03i %i,%03i %i </BODY> </HTML> bytes ave) Sub-type # Average size of block : %s%s%i%s%s%s blocks for one structure %s%s%s%s%s%s%s%s%s%s Average size of structure : bytes ( %s%s%s%s%s ( %s%s%s%s%s%s%s%s%s%s%s%s%s   bytes allocated ( bytes wasted) in %s%s%i%s%s%s%s%s%s - <b> </b> %s%s%s <A NAME=" "></A> %s%s </table> </TH> %s %s blocks) bytes freed) in structures ( bytes wasted) %s%s%s%s%s%s <TD ALIGN=RIGHT> <font size=+2> bytes allocated %s%s%s%s%s%s%s%s%s <A HREF="# "> <font size=+1> </A> %s%s%s%s%s%i%s <TR> <TD> <font size=-1> Type # </font> </TD> %s <table> Number of types : %s%i%s%s%s <font size=+1><b> %s%s%s%s%s%s%s <HTML> <BODY> <font size=+2><b> MEMORY DUMP </b></font> </p> <HR> MemoryDump.htm -> There are %d allocation(s) & %d free(s) ->%.2f%%%% remain i.e %ldb (%.2fKb; %.2fMb) / %ldb (%.2fKb; %.2fMb) ->%.2f%%%% lost for the management of free, i.e %ldb (%.2fKb; %.2fMb) / %ldb (%.2fKb; %.2fMb) ->%.2f%%%% used for allocation, i.e %ldb (%.2fKb; %.2fMb) / %ldb (%.2fKb; %.2fMb) --> Current status: --> MaxMen status: The higher allocation --> not valid (should be not initialized) -> %.2f%%%% used i.e %ldb (%.2fKb; %.2fMb) / %ldb (%.2fKb; %.2fMb) --> MaxMen status: The higher address used in this block without Free The block #%d: The info are not valid !!! Module Id = %d ===> Without __DEBUG_MALLOC_MODE__ <=== : <=== ===> Print the used Static memory on Ó�BÎûÿß? €?ÿÿÿÿÓ�BÎûÿß? €? Ó�BÎûÿß? €?X:\cpa\tempgrp\PCS\Specif\PhysColl.c Ó�BÎûÿß? €?X:\cpa\tempgrp\PO\Specif\PhObjs.c Ó�BÎûÿß? €?VS VSE_HEADER FichierRLI FichierMOD LOD_Threshold Ó�BÎûÿß? €?ÿ y] Œy] €y] �=] Dec 04 1997 Physical objects PO V5.1.0 PHY PHY_HEADER BV AllCollideSets CS Ó�BÎûÿß? €?ZOO_HEADER ZDD ZDE ZDR Ó�BÎûÿß? €?X:\cpa\TempGrp\POS\Position.c Ó�BÎûÿß? €?� monitor frequency : %i Hz, CPU frequency : %i Mhz X:\cpa\tempgrp\PRF\Specif/profile.cxx Ó�BÎûÿß? €? €?X:\cpa\tempgrp\PRT\PrtSrc.c Ó�BÎûÿß? €?X:\cpa\tempgrp\PRT\SprtPrt.c Ó�BÎûÿß? €?X:\cpa\tempgrp\PRT\SegmtPrt.c Ó�BÎûÿß? €?X:\cpa\tempgrp\PRT\PointPrt.c Ó�BÎûÿß? €?X:\cpa\tempgrp\PRT\PrtSyst.c Ó�BÎûÿß? €?X:\cpa\tempgrp\PRT\PrtEnv.c Ó�BÎûÿß? €?X:\cpa\tempgrp\PRT\PrtMeca.c
Strings
Mechanic Allocation Error %s to someone. %s to an unknown %s. %s to %s of the family : %s . %s to %s : %s %s to %s : %s of family : %s actors actor always You must allocate an advanced mechanic You must allocate complex mechanic You must allocate a complex mechanic You must allocate collision X:\cpa\tempgrp\MEC\DNMDynam.c Mechanic error You must select a mechanic in action editor to actor : %s . Ó�BÎûÿß? €?333?Ó�BÎûÿß? €? Ó�BÎûÿß? €? Ó�BÎûÿß? €?X:\cpa\tempgrp\MEC\hidcard.c Ó�BÎûÿß? €?üÿ?@Ó�BÎûÿß? €? Ó�BÎûÿß? €? Ó�BÎûÿß? €?SpeedingUp LinearSpeed AngularSpeed MaxSpeed TiltOrigin TiltInertia TiltIntensity Iz Iy Ix SlopeLimit Rebound Slide Scale StickOnPlatform Stream Inertia SpeedLimit KeepSpeedZ CollisionControl Tilt Swim Shoot Spider OnGround Climb Gi Gravity Collide Animation IdCardBase IdCardCamera Ó�BÎûÿß? €?X:\cpa\tempgrp\MEC\hMecMatC.c Ó�BÎûÿß? €?BaseRebound BaseSlide MechanicalMaterial
Debug Window Text
X:\cpa\tempgrp\AI\AIBase\AI_Proto.c Defines.ai Debug Window Test de la fonction %02d = %011ld : OK. Test de la fonction %02d = %011ld : ERREUR !!!!!!!!!!! == Lecteur : %c == == Test des protections == ========================== PTC_TEST.LOG } Consigne(%ld) Result(%ld) Parameter(%ld) ComputeDataCode(%ld) {CodePassif: {CodeActif: %s\%s\%s.patch.ptc Ó�BÎûÿß? €?X:\cpa\tempgrp\AI\AIBase\StrIntel.c
Error Messages
Call of a repositionning procedure on an uncontrolled channel Wrong use of EngineGoto This is a warning about AI script Debug version : dynamic allocation in bloc AI (don't forget to increase the bloc) This comport doesn't belong to perso The execute action has interrupted The array for cycling comport is too small Cycle in comportement changing Change comport to the same comport Field or variable designer have not correct type to store the passed value Strange a (out of range) designer variable has been truncated Memory problem for free Invalid save type for designer variable Invalid model cast Invalid use of Ultra operator Super Object is not a camera There was an error in the script Reference not loaded Button not defined No Dynamics found Division by zero Wrong operator in left parameter of affect function Bad entry in AIModel Script Null vector is not allowed for this function The first link must be a line (only for mode NbrOfLink = NbrOf WP) The position specified for the access of a WP or a link in the way is invalid The dynamic type of the link is invalid The type of the link is invalid Assertion failure Attempt to access to an element in the array though it is empty Attempt to add an element to the array though it is already full WP handle is invalid A function parameter is invalid Unknown operator This is not a valid condition This is not a valid operator Wrong Variable Designer ID This is not a valid Procedure This is not a valid Function Wrong type for action's parameter Not a good action to change to Invalid access to dsgvar or field Invalid access to dsgvar Invalid access to field Unknown node Can't find perso CreateComport section not in CreateIntelligence section CreateRule section not in CreateComport section CreateNode section not in CreateRule section Bad rule number Bad node number Bad comportment number Bad Type for left operand in affectation Action table is too small Too much Node Interpret Loaded Unknown KeyWord Name Priority of rule must be greater than 0 Unknown Condition Name Unknown Procedure name Unknown Function Name Unknown Field Name Wrong specified position in the Perso list! Can not delete the perso The insert position in the Perso List is not available The Perso List is Full Script Read Problem: The type of the variable is not valid Problem during an allocation memory Invalid action Wrong field in perso struct Wrong number of parameter Wrong number of parameter in the Condition Too much elements in condition stack There is no element in condition stack Too much parameters for the Action Too much parameters for the Condition Too much Actions Loaded Too much Conditions Loaded This is not a valide AI fatal error Module AI Dec 5 1997 Artificial Intelligence AI V5.0.
Debug Text
X:\cpa\Main2_0\Src\EngMain.c alloc Channels max alloc Channels alloc PLA SPO max alloc PLA SPO Skipped anims Shadow Elements Fix Elements Static Elements Dynam Elements Number of actors in collision with the main character Number of objects of the map in collision with the main character nb displayed sectors Shadow faces Fix faces static faces dynam faces Shadow objects Fix objects static objects dynam objects Current Sector VarGli8 VarGli7 VarGli6 VarGli5 VarGli4 VarGli3 VarGli2 VarGli1 Gli8 Gli7 Gli6 Gli5 Gli4 Gli3 Gli2 Gli1 Display Sprite Display Specific 2 Display Specific Wait for 3dFx AI+DNM+PLA Misc AI/DNM/PLA Misc Flip Sound Editor Input Player Mechanics Collisions with others Actors All Collisions AI Display Total ISPAUSEDEVT ISDEADEVT EXITEVT EXEFRAMEEVT
The Donald Duck series
| |
---|---|
Atari 2600 | Speedboat |
NES | Donald Duck |
Genesis | QuackShot • World of Illusion (Prototype) • Donald in Maui Mallard |
Game Gear | The Lucky Dime Caper • Deep Duck Trouble |
Sega Master System | The Lucky Dime Caper (Prototype) • Deep Duck Trouble |
SNES | Mickey to Donald: Magical Adventure 3 • Maui Mallard in Cold Shadow |
Game Boy | Maui Mallard |
Nintendo 64 | Goin' Quackers! |
PlayStation | Goin' Quackers! |
PlayStation 2 | PK: Out of the Shadows |
Windows | Maui Mallard in Cold Shadow • Goin' Quackers! (Early Demo) • DuckWorld Smart Adventures |
Adobe Shockwave | Daisy's Mountain Bike Mayhem • Find Donald • Donald's Pizza Kitchen |
DuckTales | |
NES | DuckTales (Prototypes) • DuckTales 2 |
Game Boy | DuckTales • DuckTales 2 |
MSX2 | The Lucky Dime |
Windows, PlayStation 3, Xbox 360, Wii U, iOS, Android | DuckTales Remastered |
Darkwing Duck | |
NES | Darkwing Duck (Prototype) |
Game Boy | Darkwing Duck |
Adobe Shockwave | Megavolt Madness |