Duke Nukem II
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Duke Nukem II
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Levels? | Editable |
---|---|
Tiles? | Editable |
Sprites? | Editable |
Fullscreen? | Editable |
Sound? | Editable |
Music? | Editable |
Text? | Partially editable |
Story/cutscenes? | Editable |
UI/menus? | Editable |
Demos? | Not editable |
Duke Nukem II is a 256-colour VGA game based on the Cosmo's Cosmic Adventures engine. Although the cutscenes are 256-colour, the game itself is only 16-colour and runs in an EGA video mode. It does however change the VGA palette such that the 16 colours in use are very different to those normally used by EGA games, successfully tricking most people into believing the game itself is 256 colour.
Reverse engineered source code is available, see below.
Tools
The following tools are able to work with this game.
Name | Platform | Group/archives | Levels | Graphics | Music | Sounds | Text | Saves | .exe patch | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Camoto | Linux/Windows | Edit | Edit | No | Edit | No | No | No | No | |
Camoto/gamearchive.js | Any | Edit | No | No | No | No | No | No | No | |
Duke2Edit | Windows GUI | Read | Edit | Edit | Edit | Edit | No | Edit | No | |
Textract | DOS | Read | No | No | No | No | No | No | No | |
Wombat | Windows GUI | Read | Read | Read | Read | Read | No | No | No |
File formats
The following file formats are used by this game.
Filename | Format | Details |
---|---|---|
*.bin | B800 Text | Text screens shown at exit |
*.cmp | CMP Format | Archive file storing most of the game data |
actrinfo.mni | Duke Nukem II Actor Info | Describes how the tiles in actors.mni should be arranged to create sprites. |
actors.mni drop*.mni |
Cosmo Tileset Format | Sprites & background images stored as tilesets. The 16-color VGA palette found in the game's executable at offset 0x1B068 should be used when displaying these images. The palette in gamepal.pal can be used as an approximation, but is not 100% like the one used in-game. Also note that some of the images are used in story cutscenes or menus, and need different palettes to look correct. |
audiohed.mni audiot.mni |
AudioT Format | PC Speaker & AdLib sounds. Warning: The game uses fixed-size buffers to read these files, so modded files must not exceed the original file sizes. |
czone?.mni | Duke Nukem II CZone Format | Level-specific tilesets |
[lmno]?.mni | Duke Nukem II Map Format | Game levels (LMNO for episode 1, 2, 3 and 4 respectively) |
*.imf | IMF Format | Background music |
sb_*.mni intro*.mni |
VOC Format | Digitised sound effects |
*.pal | Duke Nukem II Palette Formats | Palettes |
*.mni (32048 bytes) | Duke Nukem II Full-screen Images | 4bpp 320×200 images with 16-colour VGA palette |
lcr.mni | Duke Nukem II Full-screen Images | 8bpp 320×200 images with 256-colour VGA palette |
nukem2.mni nukum2.mni |
Duke Nukem II Demo Format | Demo macros |
nukem2.f? | Duke Nukem II Animation Format | Intro animations in FLIC format |
nukem2.-?? | Duke Nukem II Misc Files | Files that are generated by the game |
Many of these files are stored inside nukem2.cmp.
See also
- Rigel Engine - an open source reimplementation of the game using the original data files
- Duke2Reconstructed - reverse engineered source code which compiles into a 100%-identical EXE file