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Duke Nukem: Time to Kill

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Title Screen

Duke Nukem: Time to Kill

Developer: n-Space
Publisher: GT Interactive
Platform: PlayStation
Released in US: September 30, 1998
Released in EU: February 15, 1999


DevMessageIcon.png This game has a hidden developer message.
CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


Those alien bastards are going to pay for making me travel back in time, again.

Hmmm...
To do:
  • Prototypes.
  • Unused levels (see talk page)

Cheat Codes

Level Select

DukeTtKLevelSelect.png

Pause the game and press Down (x9) and Up. Then go back to the title screen to access the level select.

Text

The file SLUS_005.83 contains cheat code related text.

ARMOR FULL
STEROIDS FULL
JETPACK FULL
BIOMASK FULL
GOGGLES FULL
MEDKIT FULL
WAREHOUSE KEY
99 CONTINUES
DOUBLE DUKE
INVISIBILITY
NORMAL HEAD ENEMY
TINY HEAD ENEMY
BIG HEAD ENEMY
NORMAL HEAD DUKE
TINY HEAD DUKE
BIG HEAD DUKE
FAMILY JEWEL
CONFIRM REPLAY
GIVE UP
REPLAY LEVEL
SUPER WEAPONS ENABLED
LEVEL SELECT ENABLED
INVULNERABILITY OFF
UNLIMITED AMMO OFF
INVULNERABILITY
UNLIMITED AMMO
ALL KEYS
ALL INVENTORY
ALL WEAPONS
AMMO FULL

Other

A string in the file SLUS_005.83 looks as if it corresponds to controls (Left, Right, Up, etc), and the numbers buttons, possibly codes that could be entered.

 GameLRULRDLR13SUUUUUUUUUS4SUUUUUUUUUS3SUUUUUUUUUS2SUUUUUUUUUS1321231321224242424241313131313333111444R333333333L333333333D333333333U34213421SSDDDDDDDDDUURUL
DURLRD33333222222314UDUDSS12U12D3R4LLRLRSLRLRS 

The string in question contains all cheat codes that can be inputted with the gamepad. If one were to read this, the numbers/letters mean as follows:

L: Left

R: Right

U: Up

D: Down

1: L1

2: L2

3: R1

4: R2

S: Select

If you were to separate that string into chunks and translate it to actual cheats, you would get this:

LRULRDLR13: infinite continue
SUUUUUUUUUS4: PLAY_KILT (plays a secret Kilt sequence)
SUUUUUUUUUS3: PLAY_CREDITS (plays credits)
SUUUUUUUUUS2: PLAY_VICTORY (plays the final cinematic)
SUUUUUUUUUS1: PLAY_INTRO (plays the opening cinematic)
3212313212: temporal invulnerability
2424242424: temporal double damage
1313131313: temporal invisibility
333111444R: tiny head enemies
333333333L: big head enemies
333333333D: tiny head Duke
333333333U: big head Duke
34213421SS: super weapons
DDDDDDDDDU: level select
URUL DURLRD: all keys
3333322222: all inventory
2314UDUDSS: invincibility
12U12D3R4L: all weapons
LRLRSLRLRS: infinite ammo

Unused Text

Present at 0x37BE:

NewDuke is copyright 1997 n-Space, Inc.

Present at 0xB11C:

WORK IN PROGRESS, BABY

Debug Text

The file SLUS_005.83 contains leftover debug text and dev messages.

NewDuke is copyright 1997 n-Space, Inc.**Ack! CD Error

isk error during SetLoc! Retrying...
** Disk error during seek! Retrying...
Too Many Files***Too many sector retries - restarting file
FILE READ FAILED - YOUR DISC MAY BE DIRTY OR DAMAGED
OUT OF LIST ENTRIES
null data added to list. don't do this.
Prim count : %d

u%d%d:bu%d%d:*bu%d%d:%s%s %sDuke Nukem: Time To Kill%2s%10sBASLUS-00583bu%d%d:%2s%10s%-8sDNTIMETOKILL

out of memory -- room partsOut of memory: Launchpoint Malloc

enemy lp %d has wrong brain type
enemy lp %d @ (%ld,%ld,%ld) outside terrain
reinforcement lp %d has no start_post
Out of memory: LaunchpointCallback 1
Out of memory: LaunchpointCallback 1.5
Out of memory: LaunchpointCallback 1.5a
object lp %d @ (%ld,%ld,%ld) outside terrain
error loading lp
Out of memory: LaunchpointCallback 2
game.c
AIPOST shouldn't be here!
unknown tag %d for lp %d
Out of memory: VRAMScratch
Out of memory: ModelTable
Out of memory: HierarchyTable
Out of memory: FrameData
Out of memory: RotationData
Out of memory: Collision
Out of memory: Terrain

%s %s%02d:%02d%02d:%02d%d OF

**InitPrimPool() - Tail less than current prim

CAMERA - START ROOM 
BADXA_END_PAUSEXA_PAUSEXA_BEGIN_PAUSEXA_PLAYING_DUKE_STARTXA_PLAYING_DUKEXA_SEEKING_DUKEXA_PAUSEDXA_PLAYING_SONG_STARTXA_PLAYING_SONGXA_SEEKING_SONGXA_IDLEXA

UnPause : CdlReadS() failed

duke start pos in terrain

unknown env in dukedie

ERROR: AdjustScalePosition, no object on

player.c
slide into rock very bad !!
slide into area too small very bad 

InitAnimation: invalid animation %d

Flash Terrain: MAX_PORTALS too smallGetColumnInfo() you should not be herevectorwalk(): you shouldn't be hereroom_render_list_count exceededenemy start pos 
in terrain - 

biped.ca rest/ready anim completedloop in sound effect listsnd.cmalloc failed

 - no sounds available

SND ERROR: control too big
 %d/%d bytes!!
snd: active list loop!

next_projectile() stuck in loopweapon.c
rats

projectile out of DB!
bad projectile type!
unknown bullet type

missing cmd_part in checkhpallforlocalcollision
ERROR: LineUpWithObject, no collide object
ERROR: LineUpWithObject
ERROR: LineUpWithEdge
ERROR: PushOutFromEdge
GameLRULRDLR13SUUUUUUUUUS4SUUUUUUUUUS3SUUUUUUUUUS2SUUUUUUUUUS1321231321224242424241313131313333111444R333333333L333333333D333333333U34213421SSDDDDDDDDDUURUL
DURLRD33333222222314UDUDSS12U12D3R4LLRLRSLRLRS¨9

particle.c
malloc failed
 - no particles available

lines.c
malloc failed
 - no lines available
action.c
NULL ACTION CALLED

add hrc %d to this dbobject.c
Too many named objects
Duplicate Object ID %d
Object outside collision data
add model %d to this db (object type %d)
add all mod for hrc %d to this db
(ActivateObject) lp %d is dead
(ActivateObject) lp %d is already active
invalid update func
(ActivateObject) lp %d (type %d) is outside
object not removed from room moving list
object not removed from object update list

bad mat stack for templ %d
UpdateDukeMatrices: scratchpad is too small for hierarchy
UpdateMatricesUsingBodyVectors: scratchpad is too small for hierarchy
UpdateMatrices: scratchpad is too small for hierarchy

Unable to deactivate enemy 
lp=%dobjectPostAvailable: invalid postobjectPostAvailable: post occupied
Unable to activate enemy 
lp=%dUnable to snap to post - type=%d @ %ld,%ld,%ld
texanim.c
malloc failed
 - no texture animations availablemalloc failed
 - no texture positions availablebboard.cmalloc failed
 - no billboards availableexplode.cmalloc failed
 - no explosio

available

enemy.c
Warning: null model pointer

splat.c
malloc failed
 - no splats available

hit.c
MultiPartHit called on non-enemy object

ai.c
post already taken
post not assigned
Creating new post at %ld,%ld,%ld
unable to create new post at %ld,%ld,%ld
no post assigned - lp=%d
AI: should not get here 
1AI: should not get here 
2AI: should not get here 
3AI: should not get here 
4AI: should not get here 
5AI: should not get here 
6AI: should not get here 
8AI: should not get here 
9AI: should not get here 
10AI: should not get here 
11bad stuff in ai

NO MOVIE MEMORY!OUT OF MEMORY IN DISP_BS

Sync: timeout
$Id: intr.c,v 1.75 1997/02/07 09:00:36 makoto Exp $unexpected interrupt(%04x)
intr timeout(%04x:%04x)
DMA bus error: code=%08x
MADR[%d]=%08x
0123456789ABCDEF

$Id: sys.c,v 1.140 1998/01/12 07:52:27 noda Exp yos $ResetGraph:jtb=%08x,env=%08x
ResetGraph(%d)...
SetGraphDebug:level:%d,type:%d reverse:%d
SetGrapQue(%d)...
DrawSyncCallback(%08x)...
SetDispMask(%d)...
DrawSync(%d)...
%s:bad RECT(%d,%d)-(%d,%d)
%s:ClearImageClearImage2LoadImageStoreImageMoveImageClearOTag(%08x,%d)...
ClearOTagR(%08x,%d)...
DrawOTag(%08x)...
PutDrawEnv(%08x)...
DrawOTagEnv(%08x,&08x)...
PutDispEnv(%08x)...
GPU timeout:que=%d,stat=%08x,chcr=%08x,madr=%08x
LoadImage2CdInit: Init failed
noneCdlReadSCdlSeekPCdlSeekLCdlGetTDCdlGetTNCdlGetlocPCdlGetlocL?CdlSetmodeCdlSetfilterCdlDemuteCdlMuteCdlResetCdlPauseCdlStopCdlStandbyCdlReadNCdlBackward
CdlForwardCdlPlayCdlSetlocCdlNopCdlSyncDiskErrorDataEndAcknowledgeCompleteDataReadyNoIntrCD timeout: %s:(%s) Sync=%s, Ready=%s
DiskError: com=%s,code=(%02x:%02x)
CDROM: unknown intr(%d)

CD_syncCD_ready%s...
%s: no param
CD_cw$Id: bios.c,v 1.86 1997/03/28 07:42:42 makoto Exp yos $CD_init:addr=%08x
CD_datasyncDMA STATUS ERROR %x
SPU:T/O [%s]
wait (reset)wait (wrdy H -> L)wait

clear/W)0123456789abcdef(null)0123456789ABCDEF,

<NULL>

Library Programs (c) 1993-1997 Sony Computer Entertainment Inc., All Rights Reserved.

Error: Can't push matrix,stack(max 20) is full!
Error: Can't pop matrix,stack is empty!
This function is not implemented.