Proto:Deltarune/Chapter 1 & 2 Demo (2021)
This is a sub-page of Proto:Deltarune.
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Undertale 2, part 2.
- 1 Sub-Pages
- 2 Unused Objects
- 3 Unused ACTs
- 4 Unused Items
- 5 Asset Naming Oddities
- 6 Leftover Debug Features
- 7 Developer Oversights
| Unused Graphics|
So many early drafts.
| Unused Rooms|
The biggest rooms in the littlest city.
| Unused Audio|
| Unused Enemies|
Swatchlings and the RODENTS together, oh my-!
| Unused Text|
cheese will be PUNISHED.
| Version Differences|
Regional, revisional, you name it.
| Unused Attacks|
BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW
An object that is connected to a test cutscene involving the mention of a "peepee town" and an early version of the dialog that appears after exiting the computer lab.
An old version of the previous unused object, which consists of Susie walking up to Kris and going back before a blank text box appears, softlocking the game.
An alternate version of the previous unused objects that simply has the characters moving around. Unlike the previous objects, this one requires partners with you or else the game will crash.
An early version of the tornado used in the Berdly battle.
An early version of Spamton NEO's heart.
Another early version of Spamton NEO's heart, which likely has its code edited from obj_sneo_wireheart_old.
An even earlier version of Spamton NEO's heart, using the placeholder black and white sprites.
An early version of the thrash transformation cutscene. The final object uses the Berdly statue as a placeholder sprite, while this uses the Berdly statue in a toilet sprite.
The code is set to react to a fifth option in Kris's ACT menu and spawn obj_sneo_throwkris_vine_controller, which begins the usual Kris throwing sequence and should spawn six obj_sneo_throwtarget objects. Unfortunately, the code is very broken and doesn't properly progress through all of the states. If fixed, it's revealed that the throw targets use otherwise-unused graphics.
While the code to trigger this is not in the final game, much like Ralsei's FluffyGuard spawns an instance of obj_sneo_tiny_ralsei there likely also existed an ACT which spawned obj_sneo_tiny_susie. If the object is spawned manually, it forms an auto-firing arrow in front of Kris's soul. The projectiles it shoots, obj_sneo_tiny_susie_axe, home into and destroy most of Spamton's attacks (though not all of them). A few attacks are also programmed to damage the arrow, and after five such hits, the arrow disintegrates.
There also exists an earlier version of obj_sneo_tiny_ralsei named obj_fluffyguard. A bubble (using spr_queen_winebubble_edit2) appears around the soul and protects it from attacks. After 10 hits from projectiles, the bubble vanishes.
There exists a case in Queen's code that would allow Susie to throw both Kris and Ralsei; the latter is thrown only if Kris hasn't already hit all of the targets. The graphics associated with this scenario are only seen here, and consequently go unused in normal gameplay.
When attempting Graze Challenge 1 at the Party Dojo, it's normally impossible to ACT since the start of the player's turn is delayed by 999,999 frames (equivalent to about 9 hours and 15 minutes at 30FPS), but the enemy object used for this battle (obj_dojograzeenemy) has some basic ACT scripts with associated dialogue set up in its code anyway:
* GRAZECHALLENGE - Graze the bullets!
* Susie acted!
* Ralsei acted!
Oddly enough, Jigsaw Joe's enemy object for his dojo challenge also has code referencing the latter two strings, despite not having S-Action or R-Action enabled as valid ACTs to use against him in his scr_monstersetup entry (meaning that they also go unused there).
Mauswheel's code contains a copy of Maus's generic N-Action script that's missing the check for whether Noelle has overcome her fear of mice and its associated dialogue for if she has. This goes unseen not only because Noelle is never available when fighting Mauswheels in the final game, but also because Mauswheel doesn't have N-Action enabled as a valid ACT to use against it in its scr_monstersetup entry.
|Character comments||Susie||(No comments)||
|Notes||An early version of the used item Mannequin, set to be a regular item rather than a piece of armor.||Heals 100 HP when used on Kris or 90 HP when used on anyone else.||Seems to be a stronger version of the used items TensionBit and TensionGem.||Seems to be a stronger version of the used item ReviveDust, with similar character comments.|
|Notes||Can be obtained by fusing a ThornRing and a PureCrystal, but the PureCrystal is unobtainable, rendering this item effectively unused as well. Uses the same ability name (Trance) as the ThornRing, but this version of Trance uses a different ability icon and doesn't appear to be functional.|
||Can be fused with a ThornRing to create a TwistedSwd. While the item description appears to allude to Seam's collection of the used ShadowCrystal key items, the relationship between them and the PureCrystal is not definitively known.|
Asset Naming Oddities
The Loox NPC that appears in Hometown near Flower King, just like in Undertale, is referred to by the name "Mike Wazowski" internally, probably because their design bears a strong resemblance to the aforementioned Monsters Inc. character.
Early Ambyu-Lance Name
All of the enemies that you can fight in Chapter 2 have their English name used as their internal name, except for Ambyu-Lance, who is instead referred to as "omawaroid" internally, suggesting that their name was originally "Omawaroid".
Similar to Ambyu-Lance, internally, Rouxls Kaard is frequently referred to as his Japanese name, "Rurus Kaado", despite the fact that the file names are in English.
Bulking Up for Winter
Charles, the hat-wearing mouse found in QC's Diner, is internally referred to as spr_npc_most_improved_1997. In Chapter 2, he receives a new sprite, spr_npc_most_improved_1997_ch2. The only difference between the two is that the Chapter 2 sprite is one (1) pixel taller, possibly referencing his dialogue in which he says he is bulking up for winter.
BIG SHOT, the song that plays when fighting Spamton NEO, is internally referred to as spamton_neo_mix_ex_wip.ogg.
For the cutscene in school where Susie pushes Kris against the lockers, Susie's theme is referred to as s_neo.ogg while the creepy sound effect that plays as she threatens to bite Kris' face off is called s_neo_clip.ogg.
Lost Girl, Noelle's somber theme in her room in Queen's mansion, is referred to as noelle_normal.ogg, whereas Girl Next Door, which is more commonly used as Noelle's theme, is called noelle_school.ogg, which may imply that Lost Girl was originally meant to be Noelle's 'main' theme.
Alternate Route Music Names
Unlike most Chapter 2 tracks, the music from the Alternate/Weird/Snowgrave route is not found in the official Deltarune Chapter 2 soundtrack. Internally, they're called cybercity_alt.ogg (a longer, alternate version the Cyber City that plays when far enough into the route), d.ogg (plays when Noelle momentarily snaps out of it and realizes she's fighting Berdly), berdly_battle_heartbeat_true.ogg (second Berdly fight theme), and flashback_excerpt.ogg (plays during the cutscene with Noelle after she leaves Rudy's hospital room).
Just like in Undertale, Sans' theme, sans., is referred to as muscle.ogg in the game files.
Leftover Debug Features
Add actual debug features.
Having more detail is always a good thing.
Specifically: Which patch?
During the credits at the end of Chapter 2, typing "r" on the keyboard restarts the credits. Typing "p" immediately ends the credits. This was removed by a subsequent patch.
Misplaced Spamton NEO VCR icons
Mock VCR HUD icons appear during Spamton NEO's ultimate attack on both the normal and Weird Routes. However, prior to the v1.08 update, they only appeared in the Weird Route and the battle test room without glitches; this is because the sprites are drawn relative to the room's coordinates, and the camera moves far away from the appropriate location in the normal route. This error is fixed in v1.08.