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From The Cutting Room Floor
< User:Telephone
Revision as of 09:07, 4 June 2021 by Telephone (talk | contribs) (Debug section, more textures, weee.)
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Build 3944 is a 40% build of the game sent to the press. The build only contains the Amazon and Antarctic levels.


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Text
A
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Textures and Models
B
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Sound and Music
C
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Movies
D

PICKUPS Folder

TFA2004 3944 WIRES.png

The PICKUPS folder also exists in this build, present in the tfa.zip file. However, WIRES.ITF is now an ammo icon rather than a health icon.

Cut Enemies

As of now, it is not possible to load any of these enemies into the game.

Lightning Rod

Lightning Rod has the most data available out of all the cut enemies present in this build. Lightning Rod has a model present that seems identical to a render present in the retail game's extras menu featuring a very early medium and light unit, with the exception of Lightning Rod sporting a boat-shaped head. Lightning Rod's model was manually adjusted to replicate how it appears in the early render and thus, may not be entirely representative of how it would look like in-game. The model is present in tfa\ANIMATION as LIGHTNINGROD.VBIN.

Lightning Rod (Resconstruction) Early Medium & Light Unit Render
TFA2004 3944 WIRES.png
TFA2004 MediumLightUnitRender.png

In the same directory as the model, there are also textures present. Interestingly, the head texture still seems to be based off the early Light Unit's head model, and thus will not fit on Lightning Rod's boat-shaped head.

Lastly, Lightning Rod's stats can be found in tfa\CREATURE.TMD. With a height of 6, these enemies are as tall as a retail Jetsniper. With 200 health, these enemies are as strong as the retail Artillery Unit.

String "False" "ActivationEvent" "" "" 
Float "False" "ActivationProximity" 70 "Radius Uneditable" 
Integer "False" "ActiveRange" 120 "Radius Uneditable" 
Integer "False" "Aggression" 35 " Uneditable" 
Float "False" "ApproxHeight" 6 " Uneditable" 
Float "False" "ApproxRadius" 2 " Uneditable" 
Integer "False" "CombatRange" 75 "Radius Uneditable" 
Integer "False" "CommunicationRange" 50 "Radius Uneditable" 
Link "False" "FirstNode" "" 
Bool "False" "Generate" true "" 
Enum "False" "GenerationDifficulty" "Normal" "[Normal,Hard,Extreme]" 
Enum "False" "GenerationSpawnType" "Always" "[Narrative,Always,LevelDone]" 
Integer "False" "Health" 200 " Uneditable" 
Integer "False" "HealthPickupCount_Large" 1 " Uneditable" 
Integer "False" "HealthPickupCount_Small" 1 " Uneditable" 
Integer "False" "HearingRange" 90 "Radius Uneditable" 
Enum "False" "InitialState" "Patrol_Robot" "[Patrol_Robot,Combat_Robot,Combat_Vehicle,Patrol_Vehicle,DropFromSky,FollowCommandNodes,DropThenFollowNodes]" 
Bool "False" "IsSquadLeader" false "" 
Quaternion "False" "Orientation" 1 0 0 0 "" 
Integer "False" "PatrolRange" 20 "Radius Uneditable" 
Integer "False" "PercentVehicleMode" 30 " Uneditable" 
Point "False" "Position" 0 0 0 "" 
String "False" "PrototypeName" "LightningRod" " Uneditable" 
Integer "False" "ScaleRobotSize" 100 " Uneditable" 
Integer "False" "ScaleVehicleSize" 170 " Uneditable" 
Integer "False" "SquadID" -1 "" 
Float "False" "SuspensionRange" 500 " Uneditable" 
Integer "False" "VisibleAngle" 40 "Radius Uneditable" 
Integer "False" "VisibleRange" 100 "Radius Uneditable" 

Ice Berg

Yep, literal ice bergs. These aren't enemies per se, but since they're included in the CREATURE.TMD file, they're in this category. Ice bergs have three models present in tfa\ANIMATION\MISCELLANEOUS\ICEBERG:

ICEBERGS_01.VBIN ICEBERG_02.VBIN ICEBERG_03.VBIN
TFA2004 3944 WIRES.png
TFA2004 3944 WIRES.png
TFA2004 3944 WIRES.png
Hmmm...
To do:
Is that static mess actually the texture?!

Also in the same file directory, there is a texture present.

TFA2004 3944 WIRES.png

Lastly, present in tfa\CREATURE.TMD are some stats. At a whopping 1000 health, these are some of the strongest "enemies" in the prototype (though to be fair, most boss enemies are overwhelmingly weak in this build). The ice berg has 500 less health than retail Tidal Wave, making it the strongest non-boss enemy in the game, beating out both the retail Amazon Heavy Unit boss and Dropship (each having 600 health).

String "False" "ActivationEvent" "" "" 
Float "False" "ActivationProximity" 6 "" 
Integer "False" "ActiveRange" 120 "" 
Integer "False" "Aggression" 50 "" 
LinkArray "False" "CreaturesToSpawn" 0 "" 
Link "False" "FirstNode" "" 
Bool "False" "Generate" true "" 
Enum "False" "GenerationDifficulty" "Normal" "[Normal,Hard,Extreme]" 
Enum "False" "GenerationSpawnType" "Always" "[Narrative,Always,LevelDone]" 
Integer "False" "Health" 1000 "" 
Integer "False" "HealthPercentage" 100 "" 
Enum "False" "InitialState" "Patrol_Robot" "[Patrol_Robot,Combat_Robot,Combat_Vehicle,Patrol_Vehicle,DropFromSky,FollowCommandNodes,DropThenFollowNodes]" 
Link "False" "MoveToNode" "" 
Quaternion "False" "Orientation" 1 0 0 0 "" 
Integer "False" "PatrolRange" 20 "" 
Point "False" "Position" 0 0 0 "" 
String "False" "SpawnList" "" "" 
Float "False" "Speed" 5 "" 
Enum "False" "VisualType" "One" "[One,Two,Three]"

Heavy Tank

Absolutely nothing is known about this enemy other than its statistics present in tfa\CREATURE.TMD. With a height of 12, this enemy would have the same height as a retail Heavy Unit. With 500 health, this enemy would have 100 health more than a retail Heavy Unit.

String "False" "ActivationEvent" "" "" 
Float "False" "ActivationProximity" 70 "Radius Uneditable" 
Integer "False" "ActiveRange" 120 "Radius Uneditable" 
Integer "False" "Aggression" 35 " Uneditable" 
Float "False" "ApproxHeight" 12 " Uneditable" 
Float "False" "ApproxRadius" 6 " Uneditable" 
Integer "False" "CombatRange" 135 "Radius Uneditable" 
Integer "False" "CommunicationRange" 50 "Radius Uneditable" 
Link "False" "FirstNode" "" 
Bool "False" "Generate" true "" 
Enum "False" "GenerationDifficulty" "Normal" "[Normal,Hard,Extreme]" 
Enum "False" "GenerationSpawnType" "Always" "[Narrative,Always,LevelDone]" 
Integer "False" "Health" 500 " Uneditable" 
Integer "False" "HealthPickupCount_Large" 1 " Uneditable" 
Integer "False" "HealthPickupCount_Small" 1 " Uneditable" 
Integer "False" "HearingRange" 162 "Radius Uneditable" 
Enum "False" "InitialState" "Patrol_Robot" "[Patrol_Robot,Combat_Robot,Combat_Vehicle,Patrol_Vehicle,DropFromSky,FollowCommandNodes,DropThenFollowNodes]" 
Bool "False" "IsSquadLeader" false "" 
Quaternion "False" "Orientation" 1 0 0 0 "" 
Integer "False" "PatrolRange" 20 "Radius Uneditable" 
Integer "False" "PercentVehicleMode" 30 " Uneditable" 
Point "False" "Position" 0 0 0 "" 
String "False" "PrototypeName" "HeavyTank" " Uneditable" 
Integer "False" "ScaleRobotSize" 100 " Uneditable" 
Integer "False" "ScaleVehicleSize" 170 " Uneditable" 
Integer "False" "SquadID" -1 "" 
Float "False" "SuspensionRange" 500 " Uneditable" 
Integer "False" "VisibleAngle" 40 "Radius Uneditable" 
Integer "False" "VisibleRange" 180 "Radius Uneditable" 

Debug Stuff

CREATURE Folder

Found in tfa\CREATURE are four images which were likely used in debugging enemies.

Windows Inputmap

Present in tfa\INPUTMAP is a file named WIN32.TSM which maps out which keys on a keyboard corresponds to buttons on a PS2 controller. This file does not indicate that a PC build was being worked on. It was used for debugging purposes.

~PeripheralSymbolMaps
{
	~PeripheralConfigWin32 "Keyboard/Mouse"
	{
		16 // Number of button mappings
		"A"			LEFT
		"D"			RIGHT
		"W"			UP
		"S"			DOWN
		"J"			SQUARE
		"K"			CIRCLE
		"I"			TRIANGLE
		"M"			CROSS
		"Return"		START
		"Backspace"		SELECT
		"["			L1
		";"			L2
		"P"			L3
		"]"			R1
		"'"			R2
		"/"			R3
		4 // Number of axis mappings
		"Left-Right"		LEFTX
		"Up-Down"		LEFTY
		"Numpad4-Numpad6"	RIGHTX
		"Numpad8-Numpad2"	RIGHTY
		
	} // PeripheralConfigWin32 "Keyboard/Mouse"
	~PeripheralConfigWin32 "Gamepad"
	{
		16 // Number of button mappings
		"Button 12"		UP
		"Button 14"		DOWN
		"Button 15"		LEFT
		"Button 13"		RIGHT
		"Button 3"		SQUARE
		"Button 1"		CIRCLE
		"Button 0"		TRIANGLE
		"Button 2"		CROSS
		"Button 9"		START 
		"Button 8"		SELECT 
		"Button 6"		L1
		"Button 4"		L2
		"Button 10"		L3
		"Button 7"		R1
		"Button 5"		R2
		"Button 11"		R3
		4 // Number of axis mappings
		"X Axis"		LEFTX
		"Y Axis"		LEFTY
		"Z Rotation"		RIGHTX
		"Z Axis"		RIGHTY
		
	} // PeripheralConfigWin32 "Gamepad"
} // ~ControllerConfigs