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Total Meltdown CD-ROM content analysis

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1

Here is an analysis I did over Total Meltdown CD-ROM files.

Full list of files:
Spoiler


I will start giving some detailed information about the episodes and maps. Later I will explain the rest.


The folders labeled "EPISODE#" basically holds the maps for the game. The files are much bigger than the default *.map format from the PC version. I assume the *.pmp extension stands for "[P-word] map".

As you can see, there are 5 episodes. However, the 5th holds the maps in Duke-match mode. Except for the first map, all others are copies of maps from other episodes.

Episode 5 is called Butt Kicking Zone in Auto-map, and here is the list of levels: Quirk of Fate, Hollywood Holocaust, Launch Facility, L.A. Rumble, Raw Meat, Red Light District, Lunatic Fringe, Death Row, Spaceport, Faces of Death. For some reason I don't understand the files in episode 5 aren't exactly the same size as their respective replicas in other folders, despite them being virtually identical in-game.

E1L9 is a scrapped map called "Blank" which also uses an unusued track. The map is just a small untextured C-shapped room (notice the file size is very small). Other than that, HUD and menu fonts are all screwed, and other default game behaviors are malfunctioning (i.e. gravity).


The folder "DEMO" simply contains 4 Demo files.

The folder "CINEMA" contains various *.srt files, which are essentially all movies. These can be easily converted using softwares available on the Internet.

The *.XA files in the main directory constains the music files. These also can be converted using softwares available on the Internet. However it would be even better to download the musics from composer website. As you can see there are 3 *.WAV left in the CD-ROM.

The folder "FILLERS" constains blank files with *.BIN extension. I assume, as the name suggest, they were meant to fill the remaining space. Probably the same also applies to the *.PAD files in the main directory.


So after I explained what everything else is, now comes the key files.

SYSTEM is just a default Windows shortcut and it contains a few DOS-like command lines.

Finally SLUS_003.55 appear to be the most important file, in HEX the header is labeled "PS-X EXE". Other than that you can see in HEX the text strings from menu and quotes (in case of an European release requires translation). The quotes from USER.CON are there but nothing special, as you may expect there is no string for Expander or whatsoever.


What bothers me is that SLUS_003.55 is only 600kb. While the CON codes in v1.3D are merely 161kb, the executable alone should be worth over 1mb. Not to mention the various art and misc files in the GRP. Which raises the question of where that content is stored?

As I mentioned before, the *.pmp map files are much bigger than the original *.map files. However E1L1 is only 1.6mb and I am not sure if all the HUD, menu and misc would be just that (for comparison, the Shareware version GRP is 10mb, while the full 1.3D version is 25mb, giving the Shareware version over twice the average size per map).

Eliminating all other possibilities, it appear that the art and misc can only be held in the *.map files. But as I mentioned before, I find it strange based on the size of the map files.

This post has been edited by Fox: 01 August 2011 - 08:35 PM

3

User is offline   Hendricks266 

  • Weaponized Autism

  #2

Excellent work!

View PostFox, on 01 August 2011 - 08:31 PM, said:

The folder "CINEMA" contains various *.srt files, which are essentially all movies. These can be easily converted using softwares available on the Internet.

The *.XA files in the main directory constains the music files. These also can be converted using softwares available on the Internet.

I have converted all of these to uncompressed AVI files and FLAC files respectively, and I would upload them if it wasn't such a large file size.

View PostFox, on 01 August 2011 - 08:31 PM, said:

However it would be even better to download the musics from composer website.

It might be easier, but Mark Knight only has encodes of the songs in 128 kbps MP3, which to me as an audiophile is an abomination. My PSX music pack is sourced from the XA files. The XA files use simple ADPCM lossy compression, but it's better than Mark's MP3s, and they have a slightly lower sampling rate of 37.8 KHz. See here for more info.
Unless Mark can recover the songs off of a DAT tape, this is the best we can do.

View PostFox, on 01 August 2011 - 08:31 PM, said:

As you can see there are 3 *.WAV left in the CD-ROM.

Those wave files also show up as CD audio tracks, although I'm not sure if they point to the same data or not. In any case, they have duplicates in the XA files. An interesting anomaly.

For my PSX music pack, is there any way you could find or make a list of which tracks are used in what levels? If not, no problem.
0

User is offline   necroslut 

#3

View PostFox, on 01 August 2011 - 08:31 PM, said:

Episode 5 is called Butt Kicking Zone in Auto-map, and here is the list of levels: Quirk of Fate, Hollywood Holocaust, Launch Facility, L.A. Rumble, Raw Meat, Red Light District, Lunatic Fringe, Death Row, Spaceport, Faces of Death. For some reason I don't understand the files in episode 5 aren't exactly the same size as their respective replicas in other folders, despite them being virtually identical in-game.

Could it be because there are no monsters? Never had a chance to use the MP mode in TM, but I don't think you could have monsters on the level as in the PC version.

Edit: Checked the manual, and there seems to actually be a monsters setting, so I was wrong.

This post has been edited by necroslut: 02 August 2011 - 01:09 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4

There is no monster setting at all. However, the maps DO have monsters. Even Quirk of Fate has random Enforcers around. You can play the maps in any mode you want using Gameshark.

View PostHendricks266, on 01 August 2011 - 10:16 PM, said:

For my PSX music pack, is there any way you could find or make a list of which tracks are used in what levels? If not, no problem.

Hellfire sent me this list a while ago (the names use mostly Mark Knight's website filenames), here we go:
Spoiler
I believe "briefing" is indeed unusued. If I remember correctly it's the Birth intro sequence background music.

This post has been edited by Fox: 02 August 2011 - 04:31 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #5

Thanks, Fox!

When I converted the XA files, I found three strange songs. The first was Stalker 2 with the Bar Music playing at the same time. The other two were "reduced" versions of Chemicals Fuck Your Head, in your list as "E4L6 - chemicals.ogg (as an ambient sound ?)".

Briefing, Dubspace, and Mysteronious are nowhere in the game data. A short clip of Gabbag is present in the ending cinematic, but the full song is not in the XAs.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6

I assume they had some software limitation which they can't reduce the sound of a music, so instead they were forced to create fading music files.
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#7

I really feel stupid for asking this, but since Total Meltdown is a PSX port of the much more powerful PC game, why are this version's maps alot bigger in files compared to the PC's?
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User is offline   Martin 

#8

For the lulz. They knew that one day people on a Duke site would be trying to extract the PSX-exclusive episode, and so threw in tons of unexplainable file anomalies to confuse everyone.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #9

View Postthelegend4ever, on 02 August 2011 - 10:32 PM, said:

I really feel stupid for asking this, but since Total Meltdown is a PSX port of the much more powerful PC game, why are this version's maps alot bigger in files compared to the PC's?

View PostTX, on 30 July 2011 - 11:17 AM, said:

Pretty much. Since the size of the individual level files on the disc is so large compared to their PC counterparts, my theory is that all of the individual textures used in the maps are present in the maps themselves instead of being loaded from a separate art file as a way to better work within the PSX's 2 MB RAM.

1

#10

Ah I see. Makes sense. Don't know how I skipped that.
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