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This needs some investigation. |
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 |
Date: February 8, 1997 |
Date: March 5, 1997 |
TRANS.PCX |
HI-TRANS.PCX (Final) |
|---|---|
Date: January 21, 1997 |
Date: March 3, 1997 |
Menu Background#
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 |
Date: February 20, 1997 |
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 |
Date: January 27, 1997, 06:08:40 |
Date: January 27, 1997, 07:39:04 |
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 |
Date: February 18, 1996 |
Date: November 17, 1996 |
SUBMEN.PCX |
FRONT\ENCMAIN.PCX (Final) |
|---|---|
Date: September 29, 1996 |
Date: December 19, 1996 |
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 |
Date: November 20, 1996 |
TEMPLATE.PCX Date: November 9, 1995
(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 |
|---|---|
|
|
strt-in |
narrow |
|
|
nrrw-out |
strt-out |
|
|
wide |
wide-in |
|
|
nrrw-up |
nrrw-dwn |
|
|
wide-up |
wide-dwn |
|
|
chic-r |
chic-l |
|
|
ltwist90 |
rtwist90 |
|
|
start |
barrier |
|
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Test#
test01 |
test02 |
|---|---|
|
|
test03 |
test04 |
|
|
(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?#

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.)






