The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#1351 Posted 23 September 2019 - 01:58 PM
That's actually some really shrewd business moves. Or at least that's what I would say if they worked. Scamming people out of their assets so they can flip them in foreign countries, then repeat the process there is just so stereotypically evil corporation that I'm surprised it didn't work out better for them. Maybe it would've worked if he brought Wolfenstein or Doom over instead of making his own. Its a shame to hear that the Sango Fighter devs got conned, but that does explain why only the first game was translated to English.
This post has been edited by Morpheus Kitami: 23 September 2019 - 01:59 PM
#1352 Posted 24 September 2019 - 07:15 PM
Morpheus Kitami, on 23 September 2019 - 01:58 PM, said:
Supposedly Kingformation went on to publish Duke 3D in China, but I haven't been able to find any information on this release.
#1353 Posted 26 September 2019 - 07:04 AM
The Kins, on 24 September 2019 - 07:15 PM, said:
As I heard something about this from a former Kingformation co. ltd. employee -- was a game designer/producer in that time, he's still actives these days but some times ago, I did tried to ask some info about that time but sadly he just cannot remember most of details about them...and I don't want to bother him about these things again --, those games from id software didn't really sold well, so they changed plan.
But still, they(Kingformation) tried.
I'm sure they have nothing to do with mainland China as I know, at least on early DooM & Quake time.
BTW, Kingformation did made a game strategy RPG game: Dragon Force(Guang Ming Zhan Shi 光明戰史), its gameplay was like Shining Force from Sega Genesis. They also put a lot of Dragon Quest/Shining Force elements in Dragon Force's background and main story, use its spell names(pure transliteration, they're all original Japanese spell name, but in Chinese), player character(s) designs and some other things.
In the game's secret battle that cannot visit by normal means(as it was designed for cheater, when it triggered, the game will show an error message and sent player to the studio of Kingformation...and it can be avoid by just go to city/town to find church then save the game and exit, them quit and restart), the player's force have to fight the game devs, and they are overpowered but still, the battle can be beaten if your characters are also overpowered too but it's only possible by doing memory hacking(Kingformation also published some memory scanner/debug tool for hacking...so how irony), I did tried that but...since no reward so beaten the level just pointless...
Well, the point is : A developer enemy unit named "Game Desinger", his battle sprite looks like he wears a white T-shirt, with DooM 2 logo on it. It was confirmed by the former employee : they had a lot of that T-shirts for put into the package boxes of DooM 2 they published, and most of employees also had the T-shirt as reward and wear the T-shirt too.
Proof of in-game footage, in 1:27 :
(I failed on this video because Game Designer's instant death attack just overruled my cheat program so my hero just dead and Game Over, sad. I did tried again but without recording and I got victory, so I know it's no reward, just sent player back to game)
The Kins, on 24 September 2019 - 07:15 PM, said:
No, Kingformation never publish Duke3D, that was other company that I never heard, I did saw the ad of DN3D and I'm sure it was from other company(in a game magazine), but I don't have the ad anymore so I cannot show the prove, and if Kingformation did had publish Duke3D, then I would know and found some info about that I also found nothing......but then again, Accend Inc. was published original RotT but still not many remembered this.
This post has been edited by Player Lin: 26 September 2019 - 07:09 AM
#1354 Posted 29 September 2019 - 03:49 AM
This floor texture looks VERY familiar.
#1355 Posted 11 October 2019 - 05:35 PM
Don't remember seeing this cover art posted before. Correct me if I'm wrong.
#1356 Posted 30 October 2019 - 06:11 AM
- The more obvious evidence is that the Nukebutton at the end of Freeway is not green
- The secret exit in Hotel Hell is missing the manhole under the Nukebutton
- Stadium doesn't start in the lifting platform, likely because it wouldn't be the level after Hotel Hell
What level would be found in the Hotel Hell secret is up to speculation. But Derelict can be seen in an old screenshot...
#1357 Posted 30 October 2019 - 11:41 PM
Fox, on 30 October 2019 - 06:11 AM, said:
- The more obvious evidence is that the Nukebutton at the end of Freeway is not green
- The secret exit in Hotel Hell is missing the manhole under the Nukebutton
- Stadium doesn't start in the lifting platform, likely because it wouldn't be the level after Hotel Hell
What level would be found in the Hotel Hell secret is up to speculation. But Derelict can be seen in an old screenshot...
was the cycloid emperor map a cut level? Or a community user map?
This post has been edited by Fox: 31 October 2019 - 12:57 AM
Reason for edit: Big images
#1358 Posted 31 October 2019 - 01:22 AM
The game box says there are 32 levels instead of the actual 30, but these numbers are definitely not reliable.
I suspect it's just a test map. Most time it is seen next to Hollywood Holocaust screenshots, plus that map doesn't seem fit for a boss fight.
Collection of images:
#1359 Posted 31 October 2019 - 01:41 AM
I have the odd nostaliga for Witchaven. I have it on a warez cd, and I remember my father played it a couple of times - I never actually played it myself until my late teens. When I was a kid the game seemed so cool and awesome to me, almost on par with Hexen and Heretic, which I actually played back then. Somehow the game's cover image become sort of childhood/nostalgia symbol to me - the image I always remembered. Oh well.
#1360 Posted 31 October 2019 - 02:35 AM
Fox, on 31 October 2019 - 01:22 AM, said:
The game box says there are 32 levels instead of the actual 30, but these numbers are definitely not reliable.
I suspect it's just a test map. Most time it is seen next to Hollywood Holocaust screenshots, plus that map doesn't seem fit for a boss fight.
Collection of images:
I see,
I would like to replicate this map to prove how it behaves with the boss, it must certainly be very challenging.
#1361 Posted 31 October 2019 - 01:30 PM
#1362 Posted 05 December 2019 - 09:00 AM
Daedolon, on 16 November 2016 - 04:50 AM, said:
Art included as .PCX with a few .TGA tiles. All audio .WAV except for the music as .XM.
Would be fun to reverse engineer the level file format, too (.xff). I'd love to see a re-creation in EDuke32.
Some examples of files included:
Good works man!
Is there any way to have scripts for the new enemies of this mobile version? The textures are really interesting.
#1363 Posted 07 December 2019 - 03:06 PM
Darkus, on 16 November 2016 - 04:28 AM, said:
Good! Has anyone found the logo "Duke Nukem: Total Meltdown" written in Japanese, as in the trailer?
#1364 Posted 08 December 2019 - 10:40 AM
Firefly Trooper, on 07 December 2019 - 03:06 PM, said:
Only this
And CD covers
#1365 Posted 23 December 2019 - 07:51 AM
#1366 Posted 23 December 2019 - 09:09 AM
The Watchtower, on 23 December 2019 - 07:51 AM, said:
FTFY
#1368 Posted 11 January 2020 - 11:13 AM
These appear to be used for voice chat in multiplayer ROTT LAN sessions. If you see any DemandFeed-related code in the audio library (e.g., FX_StartDemandFeedPlayback), it seems to be used on the receiving side as follows: First, audio arrives from the network and is added to an internal playback buffer. The DemandFeed code is then used in order to play back the sound data from this buffer. This differs from playing a premade audio segment, say a WAV or VOC file.
The opposite is essentially done for sound which is recorded and then sent over LAN.
Now, as it turns out, the last version of VMware's desktop VM software has improved SB16 support. There might still be enough which is missing, but audio recording is, in fact, covered, at least partially. (I actually don't recall checking if this worked before the update, but it's still been a good chance.)
Other than VMware, and possibly also NTVDM for Windows XP, only other environments which I know to have working audio recording for SB-compatible DOS programs are actual DOS/Win9x setups with compatible sound cards.
As the following step, locating DOS software which supports audio recording with the SB *and* can do so under VMware turned out to be less than "simple".
While not letting me hear the recording as-is, I could at least see the reported volumes, using Cthugha: http://www.afn.org/~...a/archives.html
As for actually hearing whatever is recorded with a microphone: Eventually, I looked at the Apogee Sound System sources, which include the sound playback utility PS, and modified it into RAW PCM sound recorder, shortly named RS.
Source on GitLab: https://gitlab.com/NY00123/audiolib-rs
Last binary and source are currently available from my Duke4.net-hosted site: https://ny.duke4.net/files.html
This post has been edited by NY00123: 11 January 2020 - 11:40 AM
#1369 Posted 21 February 2020 - 11:55 PM
- One is simply named "ooh.au": https://web.archive....80/sound/ooh.au
Unsurprisingly, it's Duke saying "Ooh!". Not that remarkable, unfortunately, but this is not the same "Ooh!" from him saying "Ooh, I needed that!" or "Ooh! That's gotta hurt!"
- The other is slightly more interesting, "letsrock1.au": https://web.archive....nd/letsrock1.au
It's Duke saying "Let's rock!" with a repeated echo. This is not the same "Let's rock!" used at the skill menu, and the seemingly peculiar echo seems like it was meant for the menu selection sound. You'll note that the filename here is letsrock1, while the line used in the game is LETSRK03, suggesting other takes we've never heard.
Both sounds can be found on this page: https://web.archive..../frame_3dr.html
And this segues into my next interesting discovery on the site. Each image here links to a Duke-related piece of audio, and apart from the aforementioned Duke lines, we can see that Bobby linked to myrtle.mid which we know didn't actually end up in Duke 3D but rather only in Xenophage. But even better than that, the page provides a whole backstory for the track explaining how that all came to be! And there are even more backstories for most of the tracks he made pages for on his site!
With that in mind, I have collected all of the midi pages on Bobby's site that present historical backgrounds (sans the Doom ones which can already be found here and here):
Duke Nukem 3D
Duke Nukem 2
Wolfenstein 3D
Commander Keen
Other Apogee games
- Bio Menace - circles.mid
- Cosmo's Cosmic Adventure - breakdown.mid
- Major Stryker - dizzy.mid
- Realms Of Chaos - badlands.mid
- Blake Stone: Planet Strike (the page says Aliens of Gold, but Bobby is wrong, that hack!) - fortress.mid
- Xenophage - fromhell.mid
- Rise of the Triad - hereboy.mid
Other games
- Pickle Wars - linda.mid
- Pickle Wars - kingdill.mid
- Terrace - joecool.mid
- Terrace - cogitating.mid
- Zorro - fiorini.mid
- Zorro - zorro.mid
- Black Knight - afterburner.mid
- Black Knight - starman.mid
If you want to listen to the midis themselves, go here and either sort type by audio or add ".mid" as a filter.
And a lot of these tidbits are already fairly well known, but I also recommend checking out Bobby's Little Known Facts page.
This post has been edited by Marphy Black: 21 February 2020 - 11:59 PM
#1370 Posted 09 March 2020 - 07:33 AM
This file can't also be edited, unless you open D3D.EXE and find the text content embedded in the executable and modify it there also.
Based on compiled files the game also internal definitions for some sounds that do not exist, along with copter/elevator movement sounds but these are not correctly defined and some names are garbled. Despite renaming files, I was unable to get these play in-game.
This post has been edited by oasiz: 09 March 2020 - 12:15 PM
Reason for edit: wrong exe file name
#1371 Posted 09 March 2020 - 07:38 AM
oasiz, on 09 March 2020 - 07:33 AM, said:
This file can't also be edited, unless you open GAME.EXE and find the text content embedded in the executable and modify it there also.
Didn't Blake Stone also do this?
#1372 Posted 13 March 2020 - 02:17 AM
Phredreeke, on 09 March 2020 - 07:38 AM, said:
I also remember reading about this type of copy protection, maybe even for other Apogee games. The FILE_ID.DIZ of the registered version would say something like "This is the registered version, do not distribute, and notify sysop if found on a public FTP", and the game would not run if the text was altered or removed altogether. Actually a good way of preserving integrity of distributions and discouraging tampering, even if the game is not commercial.
#1373 Posted 15 March 2020 - 03:50 AM
MrFlibble, on 13 March 2020 - 02:17 AM, said:
I'm quite sure Duke II did this. Interceptor broke the Steam version with one of their updates by "accidentally" removing the file_id.diz.
#1374 Posted 18 March 2020 - 11:36 AM
#1375 Posted 13 April 2020 - 07:43 PM
On a Japan PS1 demo disc, from 2:23:
Is it just a shared sound sample, or?
This post has been edited by nukemania: 13 April 2020 - 07:44 PM
#1378 Posted 18 April 2020 - 04:17 PM
In Life's a Beach's The Wavemistress there's a liztroop with the palette set to 10, but the sprite used by the expansion makes it hard to tell.
#1379 Posted 18 April 2020 - 04:35 PM
#1380 Posted 18 April 2020 - 10:33 PM
Fox, on 18 April 2020 - 04:02 PM, said:
Especially as the poster exists in LameDuke already but with different (alien) text. Still, Fright Night was hardly an obscure movie at the time, so who knows.