They haven't included any new command in the CONs, meaning that you can run them in the DOS version. While the PSX version is 100% functional, some stuff would now work with the N64 version due to changes in the source code.
The actortype[] data that holds the useractor enemy/enemystayput definitions is missing. I was likely removed because it's a waste of space except for modding the games. For the PSX version, I assume they use a picnum check. For the N64, they seem to have added the newbeast to the hard-coded enemies list.
The Japanese version of PSX edited the CON and changed the numbers for art and sounds (along with modified maps) for censorship. This is the same method used by the N64 version. I suspect there was some communication between the teams in this aspect. The sound numbers were also modified for the regional versions.
PSX version:
- Like the art, GAME.CON is a mix between version 1.3d and 1.4.
- There's a "debug 1" line in the CEILINGSTEAM actor, causing the console to spam it on Eduke32.
- There are a few mistaken made in the code of the new enemies, especially when they overlap with the code of old enemies.
- When BOSS1 is spawned, its replaced with another actor with the same sprites. The actor picnum is 4610, which is the same as newbeast, however this may be a coincidence since it's in the start of TILES018.ART. This results in BOSS1 loosing its hard-coded behavior, and they made it be deleted when entering in water sectors.
- There's a code for 3 missing breakable objects (3722, 3743 and 3767). The later one is a arcade screen used as a wall texture in E4L6.
N64 version:
- "gamestartup" was removed, the values are used directly in the source code.
- "addkills" is used to increment the rescued babes stats.
- "strength" resets the actor .htextra, which is used to prevent enemies from carrying the damage to the (now shootable) corpses.
- "ifwasweapon" returns RADIUSEXPLOSION for the RPG. This was likely changed for consistency in the gibbing. However it's why octabrains aren't instantly killed by missiles.
- 4 new actors were added following SHOTSPARK1 for each bullet weapon, however they display the same sequence of frames. These actors also serve as projectiles themselves (but the explosive shotgun is not explosive).
- The 3D boss actions are partially controlled by the model animations, and the sprite palette is used as a variable.
- They heavily modified the states that control the gibbing of enemies.
- There's a code for 2 missing babes (3725 and 3757). An
interview with Eurocom before the game release mentions women that would wear T-shirts with the slogans "Eat me" or "Wear fur".
- While the captured babes can't be killed, they start with 6,000 hit points.