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Back To The Future: The Game Pc

Title Screen

Back to the Futurity: The Game

Developer: Telltale Games
Publisher: Telltale Games
Platforms: Windows, Wii
Released internationally: December 22, 2010


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.


Gear up six months later on the events of Back to the Future Part III, Marty must now rescue Doc from the past and make certain that everything he knows nevertheless exists! This is as shut to a proper Back to the Future Role IV as we're ever going to get.

Off-white alert: This entire entry is going to be filled with spoilers for all 5 episodes!

(Note: The content of this page but applies to the PC and Wii versions of the game.)

Hmmm...

To do:
There's lots of unused lines and phonation samples left in the game.

Sub-Pages

All 5 episodes have a debug bill of fare that tin normally only be opened in development builds. Once re-enabled, it allows the player to teleport to all rooms, with the pick of disabling entry cutscenes.

BTTFTG PC debugmenu.png

Unused Gamepad Button Icons

Icons for a generic gamepad, an Xbox 360 controller, a PlayStation 3 DualShock 3 pad, and a Microsoft Intellimouse are present in all five episodes. While all support gamepad input, none of them use these icons. Episodes 2 through 5 apply a different ready of graphics for the Xbox 360 pads that includes icons for the bumper buttons and both sticks.

PC Version Leftovers

Throughout the .lua files of the Wii version (maybe in the other versions, and maybe other TellTale games) is the post-obit comment well-nigh a missing end to a string:

          -- WARNING: missing end command somewhere! Added here   terminate        

'setup.lua' contains Leftovers from the PC version'due south options menu, such equally the windowed, fullscreen options, return quality, and a "Project Registry Key" presumably also from the PC version. The Wii version does not incorporate any video settings.

local kRenderQuality = "Return Quality" local kScreenSize = "Fullscreen Size" local kWindowed = "Windowed"        
          local regKey = prefs["Project Registry Primal"]   if non RegistryKeyExists(regKey) then     return    terminate        

'directcontrol.lua' contains more options card leftovers, shown below.

local kWindowSize = "Window Size"
          -- Alert: F->nextEndif is not empty. Unhandled nextEndif->addr = 11        

Dummy

A dummy activeness is mentioned within the 'navigate.lua' file, and also some nil which is mentioned throughout the various lua files of the game.

mControllerTurnDummy
Navigate_SetPlayer = function(player)   -- upvalues: mPlayer , SetRunning , mScene , mPivot , mPivotParent   mPlayer = player   if mPlayer then     Navigate_Enable(true)     SetRunning(false)     local pivotName = "obj_pivot" .. AgentGetName(mPlayer)     if IsToolBuild() and not AgentExists(pivotName) so       local parent = AgentCreate(pivotName .. "Parent", "dummy", nil, nil, mScene, true, false)       AttachAgent(parent, mPlayer, fake)       local pin = AgentCreate(pivotName, "dummy", nil, nil, mScene, true, false)       AttachAgent(pivot, parent, false)     end     mPivot = AgentFind(pivotName)     mPivotParent = AgentGetParent(mPivot)   end   DirectControl_SetAgent(mPlayer) terminate        

A 'dummy.prop' file, that's all.

Invalid Hint Text String

Hmmm...

To exercise:
Go the message to prove up someway on the PC or Wii port of the game.

In the 'hints.lua' file, at that place is text that is usually not seen that will say the text could non be found, or is unreadable.

          else     Print("Dialog node \"" .. nodeName .. "\" doesn't exist or isn't visible; unable to deliver hint")     return    end        

Mentions Of Other Ports

This string in the utilities.lua file mentions all the other ports of the game.

IsPlatformPC = function()   return not IsToolBuild() or (non LocalizationGetEnabled("PC") and ((not IsPlatformIPhone() and non IsPlatformMac() and non IsPlatformPS3() and non IsPlatformWii() and not IsPlatformXbox360())))   practice return finish   return IsEnginePC() end  IsPlatformIPhone = function()   if not IsEngineIPhone() and non LocalizationGetEnabled("iPhone") then     return LocalizationGetEnabled("iPad")   stop end  IsPlatformMac = function()   if non IsEngineMac() then     return LocalizationGetEnabled("Mac")   end cease  IsPlatformPS3 = part()   if not IsEnginePS3() and then     render LocalizationGetEnabled("PS3")   end end  IsPlatformWii = function()   if not IsEngineWii() then     return LocalizationGetEnabled("Wii")   end terminate  IsPlatformXbox360 = role()   if not IsEngineXbox360() then     return LocalizationGetEnabled("Xbox360")   end end        

Back To The Future: The Game Pc,

Source: https://tcrf.net/Back_to_the_Future:_The_Game_(Windows)

Posted by: plowmanmisibromes.blogspot.com

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