Duke Nukem

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Duke Nukem
Duke Nukem.png
Mod-Duke Nukem.png
Levels?Tick.png Editable
Tiles?Tick.png Editable
Sprites?Tick.png Editable
Fullscreen?Tick.png Editable
Sound?Tick.png Editable
Music?N/A
Text?X mark.svg Not editable
Story/cutscenes?X mark.svg Not editable
UI/menus?X mark.svg Not editable

Apogee's first big success was Duke Nukum, a cool, fast action platform game with the cool, fast action hero Duke Nukem. Because of the success of the first game, many sequels followed. In the second sequel, Duke Nukem 3D, the main attraction was the attitude of the character, with every gunfight he had a new catch phrase. In the first Duke Nukem game however, the best feature was that everything could be shot. Not just the enemies fell victim to Duke's destructiveness, but also walls, laser beams (no need to search for switches), chests, health items (fry that chicken) and valuable objects.

Tools

The following tools are able to work with this game.

Name PlatformGroup/archives Levels Graphics Music Sounds Text Saves .exe patch Notes
Camoto Linux/WindowsN/ANoEditN/ANoNoNoNo
Dave Bollinger's Duke Nukem Editor DOSN/AEditNoN/ANoNoNoNo
Pieter Simoons' Duke Nukem Editor DOSN/AEditNoN/ANoNoNoNo
KeenWave DOSN/ANoNoN/AEditNoNoNo

There are more editors on the Duke Central downloads page.

File formats

The following file formats are used by this game.
Filename Format Details
worldalX.dnY Duke 1 Level Format Game levels. The X in the filename is the (hexadecimal) level number and Y is the episode
anim*.dn?
back*.dn?
border.dn?
drop*.dn?
font*.dn?
man*.dn?
numbers.dn?
object*.dn?
solid*.dn?
ProGraphx Toolbox tileset format Tilesets
badguy.dn?
credits.dn?
dn.dn?
duke.dn?
end.dn?
Full-screen planar EGA Full screen graphics (all files are 32kB)
duke1.dn?
duke1-b.dn?
Inverse Frequency Sound format PC speaker sound effects
savedX.dn? Duke 1 Savegame Format Saved games, where X is the save number (1 to 9) or "t" for the temporary save
my_demo.dn?
userdemo.dn?
Duke 1 Demo Format Previously recorded demos
highs.dn? ASCII text (DOS/CR+LF) High scores in ASCII text (score immediately followed by name then <CR><LF>, contains exactly 10 entries even though only 8 entries are shown in the game)
keys.dn? N/A Keyboard scancodes, one byte for each of up, down, left, right, fire, jump, in that order.
speed.dn? INT16LE Stores an INT16LE value defining the game's speed. A value of 0 means 16 frames per second, larger values slow the game down. Negative values can increase the game's speed, but the original game only uses values from 0 to 9 (inclusive).

External links