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Darklight Conflict (PlayStation, Sega Saturn)

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Title Screen

Darklight Conflict

Developer: Rage Software
Publishers: Electronic Arts (US/EU), Tec Toy (BR)
Platforms: PlayStation, Sega Saturn
Released in US: June 30, 1997 (PS1), July 1, 1997 (Saturn)
Released in EU: June 1997 (PS1), July 1997 (Saturn)
Released in BR: December 1997 (Saturn)


CodeIcon.png This game has unused code.
DevMessageIcon.png This game has a hidden developer message.
DevTextIcon.png This game has hidden development-related text.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


Sub-Pages

SourceIcon.png
Commented-Out Strings
SoundIcon.png
Unused Voice Lines

Arcade Mode Leftovers

M70.MDL is the main script file for the Arcade Mode. Despite that the file is loaded by the game's executable, the absence of the mode in this port essentially makes it unused. Within the data, more files relating to the Arcade Mode can be found, labeled as M71.MDL, M72.MDL, M73.MDL and M74.MDL, but they're never referenced by the game's files, and neither by the executable. Text data also exists within the "mission briefing" repository (e.g. MISBR_EN.TXT for English).

English French
Arcade
Mission briefing.
We have no specific instructions at this time
other than .... GET SOME!

Good luck, pilot
ARCADE
Instructions.

Nous n'avons qu'une seule instruction pour l'instant, pilote: ACCROCHEZ-VOUS!

Bonne chance!
German Italian
ARCADE
Einsatzanweisungen.
Im Moment haben wir keinen Auftrag für Sie, nur den hier:
BESORGEN SIE SICH EINEN! 

Viel Glück, Pilot
ARCADE
Briefing missione.
Al momento non abbiamo altre istruzioni più specifiche se non.... PRENDINE TANTI!

Buona fortuna, pilota
Spanish Swedish
ARCADE
Informe de la misión.

No tenemos ningunas instrucciones en este
momento aparte de... ¡BUSCATE ALGUNA!

Buena suerte piloto
ARKADSPEL
Uppdragsgenomgång.
Vid denna tidpunkt har vi inga specifika instruktioner annat än .... GE DEM VAD DE TÅL!

Lycka till, pilot
(Source: tikal.)

Unused Text

Fallback Clear/Fail Text

Each of the game's "mission clear" and "mission fail" text repositories (e.g. MISOK_EN.TXT and MISNG_EN.TXT for English text) contain "default" messages that are never used.

Clear

English French
! Success !

Congratulations, pilot.
! Succès !

Félicitations, pilote!
German Italian
! Erfolg! !

Herzlichen Glückwunsch, Pilot! 
! Successo !

Congratulazioni, pilota.
Spanish Swedish
¡ Exito !

Felicidades, piloto.
!Framgång!

Var hälsad, pilot!

Fail

English French
! Failure !

Bad luck, pilot.
Echec!

Pas de chance, pilote!
German Italian
Fehlschlag!

Schlecht gelaufen, Pilot!
! Fallimento !
Che sfortuna, pilota.
Spanish Swedish
¡ Fallaste !

Mala suerte, piloto.
! Misslyckande !

Otur, pilot.

Credits

CREDITS.TXT seems to contain text strings for a staff roll. However, these are never used, since the game instead opts to use a video.

position
0 0 0
0 0 0
"CREDITS"
end

position
-1000 -5000 10000
0 0 0
"PROGRAMERS"
""
"ALAN WEBB"
"TONY POMF"
"JOHN MAC"
end

position
5000 0 5000
0 0 45
"ART WORK"
""
"SIMON STREET"
"JOHN J"
"ANDY J"
"IAN R"
end

position
1000 0 15000
0 30 245
"MANAGEMENT"
""
"GROVER"
end
(Source: tikal.)

Unused Code

Early Map Scripts - PlayStation only

The wonderfully named FUCK.MDL, inside folder SCRIPTS, is a slightly different version of M20.MDL. The only difference comes from a missing stubbed out line of code in the former.

In the same folder, there also exists a file named TEST2.MDL, which is an early version of M46.MDL. However, the differences here are more noticeable; many lines of code are missing. Comparing the code that exists in both files, however, reveals only one difference.

TEST2.MDL M46.MDL
line 58
link portal 1.1 to 11.1 via 13
line 72
position 0 0 -400 relative to portal 1.1

Other Files

SARCADE.MDL, ARCADE01.MDL, ARCADE02.MDL, ARCADE03.MDL, ARCADE04.MDL, and ARCADE05.MDL seem to be early versions of the Arcade mode files. They are never referenced by the game's executable.

Likewise, DOCKTEST.MDL seems to be a very early version of one of the game's missions, and is also not referenced by the executable.

There are also testing files that are referenced by the executable, such TESTMISS.MDL and WINGHYPE.MDL.

(Source: tikal.)

Debugging Text

tty debug console (PS1 Only)

The tty debug console displays a lot of chatter while playing the game. This is not visible to the user.

cbdataready: CdlDataEnd (track=0,time=835)
cbdataready: CdlDataEnd (track=0,time=837)
cbdataready: CdlDataEnd (track=0,time=839)
cbdataready: CdlDataEnd (track=0,time=840)
cbdataready: CdlDataEnd (track=0,time=842)
cbdataready: CdlDataEnd (track=0,time=844)
cbdataready: CdlDataEnd (track=0,time=846)
cbdataready: CdlDataEnd (track=0,time=848)
cbdataready: CdlDataEnd (track=0,time=850)
cbdataready: CdlDataEnd (track=0,time=851)
cbdataready: CdlDataEnd (track=0,time=853)
cbdataready: CdlDataEnd (track=0,time=855)
cbdataready: CdlDataEnd (track=0,time=857)
cbdataready: CdlDataEnd (track=0,time=859)
cbdataready: CdlDataEnd (track=0,time=860)
cbdataready: CdlDataEnd (track=0,time=862)
cbdataready: CdlDataEnd (track=0,time=864)
cbdataready: CdlDataEnd (track=0,time=866)
cbdataready: CdlDataEnd (track=0,time=868)
cbdataready: CdlDataEnd (track=0,time=869)
cbdataready: CdlDataEnd (track=0,time=871)
cbdataready: CdlDataEnd (track=0,time=873)
cbdataready: CdlDataEnd (track=0,time=875)
cbdataready: CdlDataEnd (track=0,time=877)
cbdataready: CdlDataEnd (track=0,time=879)
cbdataready: CdlDataEnd (track=0,time=880)
cbdataready: CdlDataEnd (track=0,time=882)
cbdataready: CdlDataEnd (track=0,time=884)
cbdataready: CdlDataEnd (track=0,time=886)
cbdataready: CdlDataEnd (track=0,time=888)
cbdataready: CdlDataEnd (track=0,time=889)
cbdataready: CdlDataEnd (track=0,time=891)
cbdataready: CdlDataEnd (track=0,time=893)
cbdataready: CdlDataEnd (track=0,time=895)
cbdataready: CdlDataEnd (track=0,time=897)
cbdataready: CdlDataEnd (track=0,time=898)
cbdataready: CdlDataEnd (track=0,time=900)
cbdataready: CdlDataEnd (track=0,time=902)
cbdataready: CdlDataEnd (track=0,time=904)
cbdataready: CdlDataEnd (track=0,time=906)
cbdataready: CdlDataEnd (track=0,time=907)
cbdataready: CdlDataEnd (track=0,time=909)
cbdataready: CdlDataEnd (track=0,time=911)
cbdataready: CdlDataEnd (track=0,time=913)
cbdataready: CdlDataEnd (track=0,time=915)
cbdataready: CdlDataEnd (track=0,time=917)
cbdataready: CdlDataEnd (track=0,time=918)
cbdataready: CdlDataEnd (track=0,time=920)
cbdataready: CdlDataEnd (track=0,time=922)
cbdataready: CdlDataEnd (track=0,time=924)
cbdataready: CdlDataEnd (track=0,time=1541)
cbdataready: CdlDataEnd (track=0,time=1543)
cbdataready: CdlDataEnd (track=0,time=1545)
cbdataready: CdlDataEnd (track=0,time=1547)
cbdataready: CdlDataEnd (track=0,time=1549)
...
...
...
cbdataready: CdlDataEnd (track=0,time=2543)
cbdataready: CdlDataEnd (track=0,time=2544)
cbdataready: CdlDataEnd (track=0,time=2546)
...
...
...

Executables

Each version's executable contains debugging symbols. The ones presented below are from the PlayStation version, though most strings should be the same between both versions.

M70.MDL TESTMISS.MDL    WINGHYPE.MDL    ANDY3.MDL   ANDY2.MDL   M50.MDL M49.MDL M48.MDL M47.MDL M46.MDL 
M45.MDL M44.MDL M43.MDL M42.MDL M41.MDL M40.MDL M39.MDL M38.MDL M37.MDL M36.MDL M35.MDL M34.MDL M33.MDL 
M32.MDL M31.MDL M30.MDL M29.MDL M28.MDL M27.MDL M26.MDL M25.MDL M24.MDL M23.MDL M22.MDL M21.MDL M20.MDL 
M19.MDL M18.MDL M17.MDL M16.MDL M15.MDL M14.MDL M13.MDL M12.MDL M11.MDL M10.MDL M09.MDL M08.MDL M07.MDL 
M06.MDL M05.MDL M04.MDL M03.MDL M02.MDL M01.MDL VAGS
[front] [game]
%02d:%02d:%02d
STILS   
%d.TIM
M\MIS_MODS.TMD

TMD Header ERROR    TOD contains a camera!

XS elements %s

TodSetPacket

Invalid poly type %X in object %d

cloaking device widow maker virus bomb  tractor beam    screamer rocket rector bomb recon pod   mine    
judgement cube  escort missile  drive seeker    darklight drive     fragment cannon laser cannon    
torpedo plasma cannon   standard cannon no weapon

task data overflow

VIEWER.PSX  sun tim                         [game]  model   viewer: unknown type    DA PLAYING  DA 
SEEKING  DA PAUSING  DA SETMODE  DA IDLE DA NOTINIT              CSFX64.VAG  CSFX67B.VAG CSFX35.VAG  
CSFX58C.VAG VIRUSLP.VAG CSFX56C2.VAG    CSFX46D.VAG CSFX53B.VAG CSFX57B.VAG CSFX39.VAG  CSFX55B.VAG 
SFX49.VAG   CSFX44.VAG  CSFX48.VAG  SFX39.VAG   CSFX38.VAG  SFX40.VAG   SFX42.VAG   SFX41.VAG   
CSFX83.VAG  CSFX02.VAG  CSFX01.VAG  CSFX86C.VAG CSFX85C.VAG ENG_MED.VAG ENG_BIG.VAG ENG_WARD.VAG    
ENG_HANG.VAG    ENG_GUNP.VAG    CSFX73B.VAG CSFX03B.VAG SFX19.VAG   SFX83.VAG   CSFX16.VAG  ACCEL.VAG   
CSFX04D.VAG CSFX79.VAG  CSFX82.VAG  CSFX80.VAG  CSFX78.VAG  SFX37C.VAG  HYPER.VAG   CSFX87.VAG  
CSFX84.VAG  SPEECH_F    SPEECH_D    SPEECH_E    %d.VAG  MISSIONS.SFX    VAGS    
[%02d]      \RAGE.STR;1 \DCRED.STR;1    \DOUTRO.STR;1   \DINTRO.STR;1       SOUND\  MISSIONS\   
ANDYMODS\TIMS\  ANDYMODS\TODS\  ANDYMODS\   TIMS\       \   ;1  .INF    .WAD    repton ovftr01  human 
vulftr01  reppod02    repftr02    vulftr01    repbomb
flag ids must be in the range 0-31

flag %d label was previously defined

no flag named   to  true    false   expected true or false  but fail if from    sample  speech  sector 
not listed in regions    create track    create  generate    sfx hyperspace not listed in regions    
wait until  go to   enter portal    patrol path home in on  hunt    defend  attack  cloak   decloak 
orbit   spin    drop    pause   fly with    set flag    jump    race    remove  expected task   hero    
master gunpost  slave gunpost   element of  unknown type    position    heading launch  tractorable 
allow jump  label   hero is automatically labelled  mission critical    hero is automatically mission 
critical  armed with  no collision with   task    then    pulse cannon    portal  sector number out of 
range  .   portal number out of range  pointing at         up  left    right   down    expected left 
,right, up or down    expected a weapon name  at  too many weapon positions   from sector number out of 
range from portal number out of range to sector number out of range   to portal number out of range   
via via hyperspace number out of range  MAX_PROCS(32) exceeded

terminate if    procedure name not found    forever times   cannon  only    on  off

ore4    ore3    ore2    ore1    astk    astj    asti    asth    astg    astf    aste    astd    astc    
astb    asta    M\ASTEROID.TMD  killer asta asteroids about between and         attached to dolly   
trackseg    sequence    end of sequence too many segments in track  bad transform type in track 
procedure name previously defined

end procedure   clear sector    in sector   in hyperspace   link portal unlink portal   pause   wait 
until  fail if message set waypoint to cancel waypoint label flag  set flag    illegal procedure 
instruction   until   for sector number out of range      .   portal number out of range  end of path 
Too may waypoints in path   need at least one waypoint  can't find  from    offset  radius  heading up  
start angle speed   orbit never completes   spin never completes    "   no flag named   flag ids must 
be in the range 0-31

to  true    false   expected true or false  then delete time    ovsuit  start from  "   no flag named   flag ids must be in the range 0-31

is  true    false   expected true or false  unknown group   in sector   sector not listed in regions    
can't find  sector  hyperspace  hyperspace not listed in regions    expected sector or hyperspace   <   
=   >   expected relational operator    of  cant find object    destroyed   unknown group:  tractored   
number of   flag    out of  expected a weapon name you stupid fuck  any element distance between    and 
can't find object   not tractored   cloaked infected    in  not in  expected a condition    tractor 
beam off    or  bad condition type  new_place   : buffer overflow.  no object   no object matches   
sector number out of range      .   portal number out of range  element of  portal  waypoint    "   
random  relative to expected relative offset    object relative to                  SCRIPTS expected    
expected number     too many dots in float  "   expected closing quotes string too long string buffer 
overflow  PARSING ERROR: %s    "%s"

Line %hu in file %s

move_object failed, illegal object region

too many groups     viewer  title   distance    section strength    turret  barrel  min angle   max 
angle   left barrel port    right barrel port   doorid  top bottom  right   left    front   back     
expected an orientation

port    components  structure   end type    normal  gunpost hangar  door    portal  dockport    null    
expected normal,gunpost,hangar etc...   component doesn't exist non-critical    armed with  ( armed 
with ) not a barrel!    expected a weapon name  rotation speed  label   dynamics    mass    linear drag 
yaw drag    pitch drag  bank drag   vertical stability  linear thrust   angular thrust  cockpit cannon  
position    torpedo too many torpedo positions  heading engine  scale   tmdid   type    zdefs   
cycleclut   tmdfile misc    todfile group   points  reptons ovons   mine    portals asteroids   PSX.ODL 
WARNING: number of type descs(%d) exceeds MAX_TYPE_DESCS(%d)

Warning: In game load of %s

[ %s ]  invalid local text key:     mission regions sector  too many regions        sector number out 
of range  hyperspace  hyperspace number out of range  factions    "   too many groups in faction  
unknown group   v   end of mission  clear sector    in sector   in hyperspace   link portal unlink 
portal   pause   wait until  fail if message local message   speech  set waypoint to cancel waypoint 
label flag  set flag    procedure   run autorun weapon  init asteroids  reverse controls    enemy 
pointer   docked  cheat   supercheat  primary weapons camera  end game    unknown mission instruction 
can't find   U   T   T   T   T   T  MSGS_SW.TXT MSGS_ES.TXT MSGS_IT.TXT MSGS_FR.TXT MSGS_DE.TXT 
MSGS_UK.TXT No hero defined

%d  317 is duplicated   can't find label    Mission_label_to_element: can't find    
Mission_label_to_master: can't find     Mission_element_exists_by_index: bad index  
Mission_get_label_index: bad string bad hyperspace region number    too many instructions   Script data 
overflow    position    heading up  hyperway    unknown type    hue red green   blue    white   cyan    
magenta yellow  black   rgb intensity   type    sun 1   sun 2   portal  Too many portals        portal 
number not in sequence   length  bright  dark    bolts   none    positive    negative    universe    
sector  too many sectors    sector number not in sequence   hyperspace  too many hyperspaces    
hyperspace number not in sequence   end of universe UNIVERSE.UDL

M\3DFONT.TMD                darklite    pad01
Ovon Fighter    Kanonkap    C psula Artillera   Postazione Armata   Tourelle    
Verteidigungssatellit   Gun Pod Kanonskepp  Ca onera    Nave da Guerra  Torpilleur  Schwerer J ger  
Gunship Stridsskepp Caza    Caccia  Chasseur    J ger   Fighter Bombare Bombardero  Bombardiere 
Bombardier  Bomber  MISBR%s.TXT     d   v       MISNG%s.TXT %s
MISOK%s.TXT         %s
%s
%s
%s
%s  %d
%d
%s
%d/%d
%d/%d    %s %d   [m%d]
%s:%d
_UK                                                                                                   
De
_UK _DE _FR _IT _ES _SW FRONT%s.TXT MIS%s.TXT   DEMO.MDL    TITLE.MDL   < SVENSKA > < ESPA OL > < 
ITALIANO >    < FRANCAIS >    < DEUTSCH > < ENGLISH >     X           M\FLAGS.TMD
TEX_FLAG.TIM                            %s

-----
 > %s <
------------    -----

%s

ALAN       ELVIS       JOHN       MAC         SHINY     SCOTT      ANDY       IAN      SHRED      
GROVER      M\3DFONT.TMD    CAM_TEXS.TIM    %d