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Duke Nukem: Time to Kill
Duke Nukem: Time to Kill |
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Developer: n-Space This game has a hidden developer message. |
Those alien bastards are going to pay for making me travel back in time, again.
To do:
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Cheat Codes
Level Select
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.
The Duke Nukem series
| |
---|---|
DOS | Duke Nukem • Duke Nukem II (Prototype) • Duke Nukem 3D (Prototypes) |
Windows | Balls of Steel • Manhattan Project • Duke Nukem Forever (Prototypes) • 20th Anniversary World Tour • Duke Nukem 3D: Reloaded |
Mac OS Classic | Duke Nukem 3D (Prototypes) |
Genesis | Duke Nukem 3D |
Nintendo 64 | Duke Nukem 64 • Zero Hour |
PlayStation | Total Meltdown (Prototype) • Time to Kill • Land of the Babes (Prototype) |
Sega Saturn | Duke Nukem 3D |
Game Boy (Color) | Duke Nukem |
Game Boy Advance | Duke Nukem Advance |
Xbox 360 | Duke Nukem Forever |
PlayStation 3, Mac OS X | Duke Nukem Forever |
Nintendo DS | Critical Mass (Prototypes) |
PlayStation 4, Xbox One, Nintendo Switch | Duke Nukem 3D: 20th Anniversary World Tour |
- Pages missing developer references
- Games developed by n-Space
- Pages missing publisher references
- Games published by GT Interactive
- PlayStation games
- Pages missing date references
- Games released in 1998
- Games released in September
- Games released on September 30
- Games with hidden developer messages
- Games with hidden developer credits
- Games with hidden development-related text
- Games with debugging functions
- Games with hidden level selects
- To do
- Duke Nukem series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden developer credits
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by developer > Games developed by n-Space
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Games > Games by publisher > Games published by Atari, SA > Games published by GT Interactive
Games > Games by release date > Games released in 1998
Games > Games by release date > Games released in September
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