the cutting room mirror

Darklight Conflict (DOS)

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: A proper debug menu, as well as cheats, are referenced in the game's text strings. Is there a way to access them?

In Darklight Conflict, you're a human who has been kidnapped and genetically modified by the Repton aliens, in order to make you fight on their side in a war against the evil Ovon race.

The game would later be ported to the PlayStation and the Sega Saturn a couple months after the original release.

Unused Graphics#

HUD#

The folder DATA\HUD contains the sprites for the game's gameplay interface. It also contains earlier renditions for several sprites, such as _BACKUP_.PCX and SPRITES.PCX being early versions of the file HI-SPRIT.PCX, as well as TRANS.PCX being a more dated version of HI-TRANS.PCX.

_BACKUP_.PCX

SPRITES.PCX

HI-SPRIT.PCX (Final)

Date: January 31, 1997
darklightconflictDOS-hispritEARLY2.png

Date: February 8, 1997
darklightconflictDOS-hispritEARLY1.png

Date: March 5, 1997
darklightconflictDOS-hispritFINAL.png

TRANS.PCX

HI-TRANS.PCX (Final)

Date: January 21, 1997
darklightconflictDOS-hitransEARLY.png

Date: March 3, 1997
darklightconflictDOS-hitransFINAL.png

The folder DATA\FRONT contains the graphics seen in the game's menus. It also contains a slightly earlier version of HISCORE.PCX (also) titled _BACKUP_.PCX, dated only two days prior to the final.

_BACKUP_.PCX

HISCORE.PCX (Final)

Date: February 18, 1997
darklightconflictDOS-hiscoreEARLY.png

Date: February 20, 1997
darklightconflictDOS-hiscoreFINAL.png

Images#

The folder DATA\IMAGES contains, well, assorted images, as well as the game's title screen. In it, there are three files that are unused; OLDEXP1.PCX, EX1A.PCX and _BACKUP_.PCX, all of which are earlier versions of EXPLODE1.PCX. However, the latter unused file doesn't seem to have any differences compared to the final, despite being dated slightly earlier (January 27, 1997, 07:33:32).

OLDEXP1.PCX

EX1A.PCX

HISCORE.PCX (Final)

Date: January 11, 1997
darklightconflictDOS-explode1EARLY3.png

Date: January 27, 1997, 06:08:40
darklightconflictDOS-explode1EARLY2.png

Date: January 27, 1997, 07:39:04
darklightconflictDOS-explode1FINAL.png

Early Menu Graphics#

The folder DATA\IMAGES\MENUS contains even earlier renditions for the game's menu backgrounds and sprites.

DIAL_SPR.BIN

DIALOGUE.PCX (Final)

Date: July 26, 1996

Date: August 14, 1996

DIAL_SPR.BIN

DIALOGUE.BIN

FRONT\FPALSPR.PCX (Final)

Date: July 26, 1996

Date: August 9, 1996

Date: February 6, 1997

MENEW.PCX

MBG.PCX

FRONT\BG0.PCX (Final)

Date: February 7, 1996
darklightconflictDOS-bg0EARLY2.png

Date: February 18, 1996
darklightconflictDOS-bg0EARLY1.png

Date: November 17, 1996
darklightconflictDOS-bg0FINAL.png

SUBMEN.PCX

FRONT\ENCMAIN.PCX (Final)

Date: September 29, 1996
darklightconflictDOS-submenuEARLY.png

Date: December 19, 1996
darklightconflictDOS-submenuFINAL.png

LOGO.BIN

FRONT\LOGO.BIN (Final)

Date: June 25, 1996

Date: January 29, 1997

PTR.BIN

FRONT\FPALSPR.BIN (Final)

Date: July 19, 1996

Date: February 6, 1997

Textures#

The folder TEXTURES contains textures for the game's models. Inside it, there's two unused files: _BACKUP_.PCX, which is an earlier version of 040.PCX, and TEMPLATE.PCX, which is, well, a template.

_BACKUP_.PCX

040.PCX (Final)

Date: March 27, 1996
darklightconflictDOS-040EARLY.png

Date: November 20, 1996
darklightconflictDOS-040FINAL.png

TEMPLATE.PCX
Date: November 9, 1995
darklightconflictDOS-template.png

(Source: tikal.)

Unused Object Data (Partial)#

The folder SCRIPTS contains the game's level data, as well as definitions for the objects. The latter, which can be found in the files OBJECTS.ODL and OBJECTS1.ODL, contain stubbed out strings, most of which relate to the game's Encyclopaedia mode.

Reptonian Craft#

type "human vulftr01"
Note: data only present in OBJECTS.ODL

#   viewer
#       #title "Human Vulture Fighter"
#       distance 40
#       section 0
#       blueprint "vulftr.pcx"

type "combat trainer"

#   viewer
#       #title "Repton Bombing Trainer"
#       distance 40
#       section 0
#       blueprint "reptrain.pcx"

type "reptran"

#   viewer
#       #title "Repton Transport with Container"
#       distance 180
#       section 0

type "fourmum" (Repton Mothership)

##                 "reptons\fourmum\door\inner\md" < 4000


#       normal "welder"
#           strength 50
#           collision test vertex margin 5
#           shape
#               "reptons\repman01\hi" < 1000


#       "cntainr"
#           position -65 0 -195
#           heading 0 0 -1
#           up 0 1 0
#           non-critical


#       "welder"
#           position 0 80 -360
#           non-critical

type "repsupply" (Repton Supply Base)

##                 "reptons\fourmum\door\inner\md" < 4000

type "campus" (Repton Campus)

##                 "reptons\fourmum\door\inner\md" < 4000

Ovon Craft#

type "neutral ovftr01"

#   viewer
#       #title "Ovon Fighter"
#       distance 70
#       section 1
#       blueprint "ovfight.pcx"

type "repton ovftr01"

#   viewer
#       #title "Ovon Fighter"
#       distance 70
#       section 1
#       blueprint "ovfight.pcx"

type "ovgsdel" (Ovon Gunship Deluxe)

# was ovftr05

type "ovfragpod"

#   viewer
#       #title "Ovon Gun Pod with fragmentation cannon"
#       distance 45
#       section 1
#       blueprint "ovgpod.pcx"

type "ovhen2"

#   viewer
#       #title "Ovon Mothership"
#       distance 400
#       section 1
#       blueprint "ovmum.pcx"

type "ovracer" (Ovon Race Craft)

# was "repracer"

type "ovyard" (Ovon Ship Yard)

#  flak field

Others#

type "killer asta"
Note: data only present in OBJECTS.ODL

# big


#   viewer
#       #title "Killer Asteroid For M47"
#       distance 300
#       section 2

type "asta" (Asteroid A)

#very big 1

type "astb"

#big 1


#   viewer
#       #title "Asteroid B"
#       distance 300
#       section 3

type "astc"

#small 1


#   viewer
#       #title "Asteroid C"
#       distance 300
#       section 3

type "astd"

#small 2


#   viewer
#       #title "Asteroid D"
#       distance 300
#       section 3

type "aste"

#small 3
#   viewer
#       #title "Asteroid E"
#       distance 300
#       section 3

type "astf"

#tiny 1


#   viewer
#       #title "Asteroid F"
#       distance 300
#       section 3

type "astg"

#big 2


#   viewer
#       #title "Asteroid G"
#       distance 300
#       section 3

type "asth"

#big 3
#   viewer
#       #title "Asteroid H"
#       distance 300
#       section 3

type "asti"

#small 4


#   viewer
#       #title "Asteroid I"
#       distance 300
#       section 3

type "astj"

#tiny 2


#   viewer
#       #title "Asteroid J"
#       distance 300
#       section 3

type "astk"

#tiny 3


#   viewer
#       #title "Asteroid K"
#       distance 300
#       section 3

type "ore2"

#   viewer
#       #title "Ore 2"
#       distance 100
#       section 3

type "ore3"

#   viewer
#       #title "Ore 3"
#       distance 100
#       section 3

type "ore4"

#   viewer
#       #title "Ore 4"
#       distance 100
#       section 3

Weapons#

type "cloaking device device" (Cloaking Device)'''

# oh yes!

Tracks#

This group cannot be seen in the Encyclopaedia Mode, and, therefore, none of its objects' "viewer" strings can be considered as "used".

''Note: The data presented is as it is in OBJECTS1.ODL. The strings in OBJECTS.ODL are the same, though they have been commented out.

type "straight"

   viewer
        #title "Straight Race Section (1)"
        distance 200
        section 2

type "rhand45"

   viewer
        #title "Right 45 Race Section (4)"
        distance 200
        section 2

type "lhand45"

   viewer
        #title "Left 45 Race Section (5)"
        distance 200
        section 2

type "strt-up"

   viewer
        #title "Straight Up Race Section (12)"
        distance 200
        section 2

type "strt-dwn"

   viewer
        #title "Straight Down Race Section (13)"
        distance 200
        section 2

(Source: tikal.)

Unused Object Data (Complete)#

Plenty of unused objects, labeled as "track" and "test" are also referenced, though only in OBJECTS1.ODL. All of the "track" models, as well as the one for test01, can be found in the folder DATA, though there is currently no way to view them.

Track#

rhand90

wlhand90

#type "rhand90"
#   group "track"
#   viewer
#       #title "Right 90 Race Section (2)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\rhand90\hi" < 150
#               "track\rhand90\md" < 250
#               "track\rhand90\lo" < 600
#               "track\rhand90\vl" < 1200
#   structure
#       "body"
#type "lhand90"
#   group "track"
#   viewer
#       #title "Left 90 Race Section (3)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\lhand90\hi" < 150
#               "track\lhand90\md" < 250
#               "track\lhand90\lo" < 600
#               "track\lhand90\vl" < 1200
#   structure
#       "body"

strt-in

narrow

#type "strt-in"
#   group "track"
#   viewer
#       #title "Straight In Race Section (6)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\strt-in\hi" < 150
#               "track\strt-in\md" < 250
#               "track\strt-in\lo" < 500
#               "track\strt-in\vl" < 1200
#   structure
#       "body"
#type "narrow"
#   group "track"
#   viewer
#       #title "Narrow Race Section (7)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\narrow\hi" < 150
#               "track\narrow\md" < 250
#               "track\narrow\lo" < 500
#               "track\narrow\vl" < 1200
#   structure
#       "body"

nrrw-out

strt-out

#type "nrrw-out"
#   group "track"
#   viewer
#       #title "Narrow Out Race Section (8)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\nrrw-out\hi" < 100
#               "track\nrrw-out\md" < 200
#               "track\nrrw-out\lo" < 400
#               "track\nrrw-out\vl" < 1200
#   structure
#       "body"
#type "strt-out"
#   group "track"
#   viewer
#       #title "Straight Out Race Section (9)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\strt-out\hi" < 100
#               "track\strt-out\md" < 200
#               "track\strt-out\lo" < 400
#               "track\strt-out\vl" < 1200
#   structure
#       "body"

wide

wide-in

#type "wide"
#   group "track"
#   viewer
#       #title "Wide Race Section (10)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\wide\hi" < 150
#               "track\wide\md" < 250
#               "track\wide\lo" < 500
#               "track\wide\vl" < 1200
#   structure
#       "body"
#type "wide-in"
#   group "track"
#   viewer
#       #title "Wide In Race Section (11)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\wide-in\hi" < 150
#               "track\wide-in\md" < 250
#               "track\wide-in\lo" < 500
#               "track\wide-in\vl" < 1200
#   structure
#       "body"

nrrw-up

nrrw-dwn

#type "nrrw-up"
#   group "track"
#   viewer
#       #title "Narrow Up Race Section (14)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\nrrw-up\hi" < 150
#               "track\nrrw-up\md" < 400
#               "track\nrrw-up\lo" < 600
#               "track\nrrw-up\vl" < 1200
#   structure
#       "body"
#type "nrrw-dwn"
#   group "track"
#   viewer
#       #title "Narrow Down Race Section (15)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\nrrw-dwn\hi" < 100
#               "track\nrrw-dwn\md" < 200
#               "track\nrrw-dwn\lo" < 400
#               "track\nrrw-dwn\vl" < 1200
#   structure
#       "body"

wide-up

wide-dwn

#type "wide-up"
#   group "track"
#   viewer
#       #title "Wide Up Race Section (16)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\wide-up\hi" < 150
#               "track\wide-up\md" < 400
#               "track\wide-up\lo" < 600
#               "track\wide-up\vl" < 1200
#   structure
#       "body"
#type "wide-dwn"
#   group "track"
#   viewer
#       #title "Wide Down Race Section (17)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\wide-dwn\hi" < 100
#               "track\wide-dwn\md" < 200
#               "track\wide-dwn\lo" < 400
#               "track\wide-dwn\vl" < 1200
#   structure
#       "body"

chic-r

chic-l

#type "chic-r"
#   group "track"
#   viewer
#       #title "Chicane Right Race Section (18)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\chic-r\hi" < 150
#               "track\chic-r\md" < 300
#               "track\chic-r\lo" < 550
#               "track\chic-r\vl" < 1200
#   structure
#       "body"
#type "chic-l"
#   group "track"
#   viewer
#       #title "Chicane Left Race Section (19)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\chic-l\hi" < 150
#               "track\chic-l\md" < 300
#               "track\chic-l\lo" < 550
#               "track\chic-l\vl" < 1200
#   structure
#       "body"

ltwist90

rtwist90

#type "ltwist90"
#   group "track"
#   viewer
#       #title "Left Twist 90 Race Section (22)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\ltwist90\hi" < 150
#               "track\ltwist90\md" < 350
#               "track\ltwist90\lo" < 600
#               "track\ltwist90\vl" < 1200
#   structure
#       "body"
#type "rtwist90"
#   group "track"
#   viewer
#       #title "Right Twist 90 Race Section (23)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\rtwist90\hi" < 150
#               "track\rtwist90\md" < 350
#               "track\rtwist90\lo" < 600
#               "track\rtwist90\vl" < 1200
#   structure
#       "body"

start

barrier

#type "start"
#   group "track"
#   viewer
#       #title "Start Race Section (24)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\start\hi" < 600
#               "track\start\md" < 1000
#               "track\start\lo" < 2000
#               "track\start\vl" < 8000
#   structure
#       "body"
#type "barrier"
#   group "track"
#   viewer
#       #title "Barrier Race Section (25)"
#       distance 200
#       section 2
#   components
#       normal "body"
#           strength 10000
#           collision test none
#           shape
#               "track\barrier\hi" < 150
#               "track\barrier\md" < 250
#               "track\barrier\lo" < 500
#               "track\barrier\vl" < 1200
#   structure
#       "body"

Test#

test01

test02

#type "test01"
#   group "test"
#   viewer
#       #title "Test Object 01"
#       distance 40
#       section 0
#   components
#       normal "body"
#           strength 40
#           collision test vertex margin 5
#           shape
#               "tests\test01\hi" < 150
#               "tests\test01\md" < 300
#               "tests\test01\lo" < 1200
#               "tests\test01\vl" < 2000
#   structure
#       "body"
#type "test02"
#   group "test"
#   viewer
#       #title "Test Object 02"
#       distance 40
#       section 0
#   components
#       normal "body"
#           strength 40
#           collision test vertex margin 5
#           shape
#               "tests\test02\hi" < 150
#               "tests\test02\md" < 300
#               "tests\test02\lo" < 1200
#               "tests\test02\vl" < 2000
#   structure
#       "body"

test03

test04

#type "test03"
#   group "test"
#   viewer
#       #title "Test Object 03"
#       distance 40
#       section 0
#   components
#       normal "body"
#           strength 40
#           collision test vertex margin 5
#           shape
#               "tests\test03\hi" < 150
#               "tests\test03\md" < 300
#               "tests\test03\lo" < 1200
#               "tests\test03\vl" < 2000
#   structure
#       "body"
#type "test04"
#   group "test"
#   viewer
#       #title "Test Object 04"
#       distance 40
#       section 0
#   components
#       normal "body"
#           strength 40
#           collision test vertex margin 5
#           shape
#               "tests\test04\hi" < 150
#               "tests\test04\md" < 300
#               "tests\test04\lo" < 1200
#               "tests\test04\vl" < 2000
#   structure
#       "body"

(Source: tikal.)

Unused Universe Data#

UNIVERSE.UDL, which can also be found in the folder SCRIPTS, refers to the game's maps. It contains a series of stubbed out strings in the sector 31 data, which refer to some of the portals.

portal 2

#       heading 0 0 -1
#       up 0 1 0

portal 3

#       heading 10 -20 -1
#       up 0 1 0

(Source: tikal.)

Debugging Functions?#

darklightconflictDOS-encyclopaedia.png

The game's encyclopaedia mode contains a few extra functions.

  • D - View lighting/model parameters.
  • 1 to 4 - View high to low-quality models. A 5 input also exists, though pressing it always makes the model invisible.
  • F1 / F2 - Change intensity of light 1.
  • F3 / F4 - Change type of light 1.
  • F5 / F6 - Change intensity of light 2.
  • F7 / F8 - Change type of light 2.
  • , - Reverse model rotation on Y axis.
  • . - Stop model rotation on Y axis.
  • NumPad 8 / NumPad 2 - Rotate object on X axis.
  • NumPad 4 / NumPad 6 - Rotate object on Z axis.

(Source: tikal.)