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Proto:Deltarune/Chapter 1 Demo (2018)
This is a sub-page of Proto:Deltarune.
To do:
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Undertale 2 Part 1 A demo for Chapter 1 of Deltarune, officially named SURVEY_PROGRAM due to the nature of its intro cutscene, was suddenly released for Windows and Mac OS X on Halloween 2018. Boy, it's surely a spooky start to the game.
Sub-Pages
Unused Enemies and Encounters "See you in the next hell, losers!" –Ralsei |
Unused Graphics Dedicated to the unending pillar of darkness that gives my body form. |
Unused Text Is that a cut on your face, or part of your eye? |
Blanked and Removed Objects Pippins, is that you? |
Debug Mode
Download .bps patch for enabling Debug Mode
File: DELTARUNE_debug_mode_bps_patch.zip (238 B) (info)
|
Patch this .bps into your data.win or use a hex editor and edit the following locations in data.win.
- 3E8144 and 3E8138: Set to 01. Enables debug mode.
- 3E8568: Set to 00. Disables the "dogcheck", allowing you to enter rooms above 130 via save file editing.
- 404450, 404468, 51DAA8, 52436C, 524370: Set to 1800, 1801, 94, 00, and FFFFFFFF respectively. Fixes the crash when warping into room_flowershop_2f.
- 46C04C: Set to 0000. Enables the kingcutscene debug display.
- 480A84: Set to 00000000. Enables the Starwalker hotkey.
- 4C6230: Set to 01. Enables the Jevil chain debug display and hotkeys.
Enabling debug mode will show a few additional things during the game:
- The frames per second will be printed in the top-left, in red.
- Areas with enemies will have a red and cyan box to the upper-left and lower-right of your character.
- In the King fight room, the values of several variables will be displayed in the upper-left corner of the screen.
- In the Jevil fight, a red square will be shown on Jevil's neck.
Additional hotkeys are available as well, some of which are reused from the previous game.
- O: Sets the FPS cap to 3.
- P: Sets the FPS cap to 60.
- Z and other "action" buttons: Displays a small rectangle in front of you for one frame, indicating the "interaction" hitbox.
- R: Restarts the game. No need to press it 7 times.
- S: Opens the save dialog anywhere. Using it will usually unlock your movement, if it was locked by a script.
- L: Immediately reloads your save.
- D: When held down, pushing 3 through 9 will teleport you to various rooms starting at the dark world to the middle of the game. The plot and party variables are updated to bring the story to the correct position.
- J: When held down, pushing 6 through 9 will teleport you to various rooms, the first 2 to a broken battle test room, and the other 2 to the two end game bosses.
- W: When held down, pushing 2 through 6 will teleport you to various rooms near the end of the game. The plot and party variables are updated to bring the story to the correct position.
- C: When held down, text will automatically advance as if you were using the Wrist Protector item.
- Ins: Moves you to the previous room by internal order.
- Del: Moves you to the next room.
- F10: Takes a screenshot and saves it within the DELTARUNE folder.
Additionally, there are various context-specific debug commands.
During the 'CONTACT' intro:
- Backspace: Skips to Kris's room.
In the light world:
- F: Sets the FPS cap to 58.
When fighting the Starwalker:
- Backspace: Would dispel the Starwalker... if the beatcon variable was set to 89898, which never seems to happen.
To do: Verify, make sure no other objects in the room change it to this |
In an elevator:
- 0: Plays the elevator moving animation, though does not change the room you are taken to by exiting. Also moves backwards through the background colors (see 2).
- 1: Starts the elevator moving animation, but never stops it. In the upper elevator, this prevents you from moving and thus softlocks the game.
- 2: Changes the background color; grey (CC basement) -> lighter grey (CC ground floor) -> white (CC top floor) -> purple (Jevil's prison) -> peach -> cyan
When fighting Jevil:
- Down: Decreases 'condition' by 1. This starts the 'head chain' animation, if it's not already playing. If it is playing, this has different behaviour.
- Up: Increases 'condition' by 1. If the head chain animation is playing, this will stop it. If the rotate/fade animation is playing, this has different behaviour.
- Space: Increases the distance at which Jevil's head is swinging, during the 'head chain' animation.
To do: This doesn't seem to be linked to debug mode - it checks the objects own debug variable, which is set in create and seemingly never changed. |
Development Text
At the start of lang_en.json and lang_ja.json are the following strings, respectively:
"date": "1540902565549",
"date": "1540902546049",
These are millisecond-specific Unix timestamps corresponding to October 30, 2018 at 12:29:25.549 and 12:29:06.049 UTC, respectively. They presumably represent the last times that the files were generated before release.
Allcaps Asset Names
The window captions used throughout the game use upper and title case variously, to denote context; the 'light world' sections use title case (e.g. "The Beginning", "The Return") and the 'dark world' sections, along with everything else, use upper-case (e.g. "THE DARK", "CONTACT", "DELTARUNE").
Internally, most of the game's assets are named using a similar though distinct convention of upper/lower case. Unlike the window captions, the "Dark World" assets, like the "Light World" assets, use lower case, abbreviated prefixes (in Undertale, these were the only prefixes used). Allcaps prefixes/names are only used in the following contexts:
- CONTACT and everything associated with it.
- The logo screen and main menu (both versions of it).
- The game over ("FAILURE") screen.
- The dogcheck room.
- UNUSED
- In Chapter 2, the ominous grinning face that can be seen for a split second in the mansion basement, with the nickname of "FRIEND".
These are effectively all of the "out-of-bounds" sections of the game, as it were, with the exception of the ending credits and the "FRIEND".
Below is a full list of the used prefixes:
Type | Normal prefix | Allcaps prefix | Notes |
---|---|---|---|
Sound | snd | AUDIO | |
Music | mus | Most of the music doesn't use a prefix, but the few that do use these. | |
Sprite | spr | IMAGE | |
Background | bg | ||
Script | scr | "UNUSED" is the only allcaps script. One would have expected the "PROCESS" prefix to be for scripts, but the only things that use it are two objects. | |
Font | fnt | ||
Object | obj | DEVICE | |
PROCESS | As mentioned above, this seems like it should logically be the script prefix. | ||
Room | room | PLACE | "ROOM" is also used once, for ROOM_INITIALIZE (room 0, the startup room, which immediately sends you to PLACE_CONTACT, PLACE_MENU, or room_legend, depending on save progress). |
Variable names within allcaps objects also follow this convention, mostly being in allcaps as well, in addition to sometimes utilizing slightly more verbose terminology. One notable counterpart for a common local variable is EVENT, used in place of con (condition/conversation).
Unused Music
dogcheck.ogg
Dogcheck's back, baby, and with an all-new song. Setting your savefile to start you in a room under 1 or over 130 will play this chill tune while a sleeping dog replaces whatever you were trying to sneak into; we'll leave it up to you to decide whether or not that qualifies as "unused". Internally, this track is referred to as SONG_THAT_EMERGES_FROM_A_SLEEPING_DOG.
thrash_rating.ogg
This track's name seems to imply that it would have been used around the "Thrash Machine" segment. Toby Fox has stated that there was a Thrash Machine fight planned in Chapter 1, but the idea was scrapped because "it was too much effort". It's possible this song was linked to said idea before it was scrapped.
The Thrash Machine would later get its own battle in Chapter 2 (alongsideth Rouxls (pronounced Rules) Kaard).
Unused Sounds
snd_error
A generic error sound. Only referenced twice:
- In the first floor of Card Castle, the object to switch rooms (and change music) will use this sound if its X position is less than 1300. Since the object is used to enter the elevator, this will never happen in-game.
- The choicer object will play this sound when the room starts. Since a choicer object shouldn't exist when a room starts, this sound will never be heard.
Later used in Chapter 2 for the Queen and Berdly battle if it's defeated with violence, when she tries to fill her glass with acid and fails.
snd_battleenter
If the filename is to be believed, this was once used as the sound that plays when you enter battle. In-game, two instances of snd_tensionhorn are played with the second being 10% higher in pitch, followed by snd_impact and weaponpull_fast once the characters slide into place. Later used in Chapter 2 for the hanging plug gimmicks at the start of Cyber Field and end of Queen's Mansion, though it's pitched up 50%.
snd_creepylaugh
A laugh used by certain enemies (most notably Muffet) in Undertale.
snd_cymbal
Pretty self-explanatory.
snd_drumroll
Also self-explanatory. This sound effect was taken from Undertale.
snd_ehurt1
A sound used by certain enemies when they take damage and by Flowey after he gets hit by Toriel's fire magic in Undertale.
snd_hit
A sound used in Undertale for the Ballet Shoes, Torn Notebook, Burnt Pan, and Empty Gun's timed hits. Specifically, it's used when a "bolt" is hit in close proximity to the center of the attack box.
snd_hurtsmall
A 'small' hurt sound. Although it's from Undertale, it's unused there as well. Would have probably been an alternate version of snd_hurt1, which is played when a party member takes damage.
snd_mouse
The mouse hole sound effect from Undertale. Could have been related to the unused MouseToken armor. Later used in Chapter 2 for the Annoying Mouse Room puzzles.
snd_stardrop
Used in Chapter 2 for when the TurboCharge ACT runs out during the Spamton NEO fight.
snd_susieroar
Susie roaring.
snd_txtecho
An echoing text sound for Susie, used in a cut part of CONTACT immediately before Kris wakes up. The sound is a slowed down and echoed version of Susie's normal text sound.
snd_txtpap
Papyrus's dialogue sound from Undertale. Papyrus does not appear in Chapter 1 of Deltarune, and as such has no dialogue.
snd_voice1
What appears to simply be a duplicate of Alphys's (used) text sound. Has an oddly generic name, despite the fact that its used counterpart is used by a major character. It is also not present in Undertale.
Unused Items
Items
ID | 5 | 10 | 14 | |
---|---|---|---|---|
Full name | BrokenCake こわれたケーキ |
GigaSalad ギガサラダ |
FavSandwich ファボサンド | |
Battle name | Favwich ファボサンド | |||
Full description | Though broken, it seethes with power. 壊れてもなお すさまじい気を発するケーキ。
|
An enormous salad... but, it's just 巨大なサラダ…というか
|
You'd think it tastes perfect.
| |
Battle description | Heals 20HP
|
Heals 4HP
|
Heals HP
| |
Target type | Individual | Individual | Individual | |
Usable | Yes | Yes | Yes | |
Use text | * ~1 used the BROKEN CAKE!
|
* ~1 used the GIGASALAD! * ~1は
|
* ~1 used the FAV SANDWICH! * ~1は
| |
Character comments | Susie | (No comments) | Why this!? 意味わかんねー!
|
(It's SO good!)
|
Ralsei | Let's be healthy! ヘルシーだね!
|
K-Kris!? I...
| ||
Value | 5 | 10 | 10 | |
Notes | This was replaced with key item #3 (BrokenCake), the main difference being that the key item cannot be consumed or sold. | Effectively identical to the ReviveMint, though with a far lower value. |
Manual
English | Japanese |
---|---|
* ... |
* … |
If you throw out the manual three times.
Weapons
In addition to these unused weapons, there are also several stats that are not used by any weapon:
- weapondf: DF; defense. This stat is taken into account by the game, and is simply unused due to the fact that none of the weapons in the game increase defense (...other than the EverybodyWeapon). Would later be used by the BounceBlade in Chapter 2.
- weaponbolts: Bolt amount. Determines the amount of 'bolts' (the moving bars that appear when attacking) which appear while attacking. Set to 1 for all weapons, and is overwritten anyway, but the functionality IS programmed in.
- weaponstyle: It is unclear what the 'weapon style' stat would have been used for. On startup, it is set to a default value of "Normal", though this is overwritten by the stats of individual weapons ("?" for all weapons, and " " for the null weapon). The game checks the stat when displaying the EQUIP and POWER menus, though does not display it or do anything else with it. It's possible that this would be for weapons that have multiple bolts when attacking, like the Empty Gun in Undertale.
- weapongrazeamt: Graze amount. Adds to the amount of TP gained when 'grazing' bullets with your SOUL. Set to 0 for all weapons.
- weapongrazesize: Graze size; TP range. Alters the range at which you can graze bullets. Set to 0 for all weapons.
Slot Weapons
English | Japanese |
---|---|
(Nothing) |
(なし) |
If the weapon slot is empty, but the weapon cannot be removed.
Wood Blade
If you try to give the Wood Blade to Susie before the first Lancer fight, this text is supposed to be shown (in place of her usual [non-]equip text):
... You have a SWORD!? |
There are multiple things that prevent this from happening. Firstly, since it's impossible to unequip weapons and thus impossible to have the Wood Sword in your inventory, it is impossible to try to give it to Susie at all. Secondly, there is a typo in the code here; the variable wmessage2tempt
is set instead of the correct wmessage2temp
, so Susie's normal text would be shown anyway, even if you could try to give it to her at this point.
Armor
There are several stats that are unused by any armor:
- armorbolts: Bolt speed. As with the weapon equivalent, this is completely unused (not even coded in), and would presumably have altered bolt speed (i.e. the speed of the moving bar when attacking). Set to 0 for all armors.
- armorgrazeamt: Graze amount. Adds to the amount of TP gained when 'grazing' bullets with your SOUL. Set to 0 for all armors. Used by the TensionBow in Chapter 2.
- armorgrazesize: Graze size; TP range. Alters the range at which you can graze bullets. Used by the unused item Pink Ribbon, and also used in its used counterpart. Set to 0 for all used armors in Chapter 1.
Light World Items
Light World items, which use Undertale 's inventory system, are not segregated into separate types of items.
When you return to the Light World at the end of Chapter 1, the game checks what your equipped Dark World weapon is. If it is the Spookysword, your Pencil will be replaced with the Halloween Pencil. If it is the Trefoil (unused; see above), your Pencil will be replaced with the Lucky Pencil. There is no other way to obtain these items, leaving the Lucky Pencil unused.
ID | Name | Description | AT | Use text |
---|---|---|---|---|
7 | Lucky Pencil ラッキーエンピツ |
* "Lucky Pencil" - Weapon 1 AT * 「ラッキーエンピツ」 - ぶき AT1
|
+1 | * You equipped the Lucky Pencil. * ラッキーエンピツを そうびした。
|
Additionally, when the Ball of Junk is dropped, all items, weapons, and armors in your Dark World inventory (i.e. not including equipped weapons/armors or key items) will be deleted. Since the player is unable to return to the Dark World in Chapter 1, this behavior cannot be seen in said chapter.
Since you never have more than one Light World weapon or armor and it is impossible to unequip them, the names and descriptions of the Light World weapons and armors are left unused.
ID | Name | Description | Use text |
---|---|---|---|
2 | Pencil | * "Pencil" - Weapon 1 AT
|
* You equipped the Pencil.
|
3 | Bandage | * "Bandage" - Heals 10 HP
|
* You re-applied the bandage.
|
6 | Halloween Pencil | * "Halloween Pencil" - Weapon 1
|
* You equipped the Halloween
|
Despite its description, the Bandage only heals 1 HP.
These unused strings also have Japanese translations:
ID | Name | Description | Use text |
---|---|---|---|
2 | エンピツ | * エンピツ - ぶきAT1
|
* エンピツを そうびした。
|
3 | ばんそうこう | * ばんそうこう - 10HPかいふく
|
* ばんそうこうを はりなおした。
|
6 | ハロウィンエンピツ | * 「ハロウィンエンピツ」 - ぶき AT1
|
* ハロウィンエンピツを そうびした。
|
Light World Menu
If your equipped weapon or armor is undefined, None
(or なし
) will be displayed in its place. Additionally, if the name of your Light World character (which is always "Kris" or "クリス") is longer than 6 characters, ???
(or ???
) will be displayed next to it.
English | Japanese |
---|---|
Lucky Pencil |
ラッキーエンピツ |
Items
scr_litemdesc (descriptions for Light World items):
English | Japanese |
---|---|
* Your eyesight became blurry. |
* しかいが ぼやけた。 |
scr_itemdesc_oldtype (descriptions for the old unused items):
* It could not be. |
Old Items
These items are defined in scr_itemdesc_b and scr_itemdesc_oldtype. Nothing is present of them other than their descriptions. The formatting of the descriptions (with manual line breaks) indicates that these descriptions probably predate the addition of automatic line wrapping to Deltarune 's dialogue system; this along with the style of the descriptions appears to indicate that these items probably used Undertale 's inventory system, or a system much more like it than the final one.
ID | Full description | Battle description | Notes |
---|---|---|---|
1 | * "Dark Candy" - Heals 60 HP
|
Heals
|
An early version of Dark Candy. Note that according to the descriptions, it originally healed 60 HP instead of 40. |
2 | * "Life Dew" - Revive Ally (Weak)
|
Revive
|
Presumably the predecessor of the ReviveMint. |
Null Items
By default, your inventories are filled with items with ID 0, indicating empty space. Some of these null items have unused failsafe text associated with them.
Null Light World item description:
English | Japanese |
---|---|
* Your heartbeat quickened. |
* しんぞうが たかなった。 |
Null Light World item use text:
English | Japanese |
---|---|
* You grasped at nothing. |
* くうきを つかんだ。 |
Null old-type item description:
* An emptiness filled your hands. |
Null spell battle description (not technically an item, but...):
English | None
|
---|---|
Japanese | なし
|
(Additionally, the null spell has a TP cost of -1 points; -0.4% TP; meaning that it would actually increase your TP slightly if cast.)
Heal
English | Japanese |
---|---|
* You recovered ~1 HP! |
* HPが ~1かいふくした! |
* Your HP was maxed out. |
* HPが まんたんに なった。 |
Unused Spells
ID | 1 | 5 | 6 |
---|---|---|---|
Full name | Rude Sword ルードソード |
Red Buster レッドバスター |
Dual Heal Wヒール |
Battle name | RudeSword ルードソード | ||
Full description | Deals moderate Rude-elemental damage to 敵1体に 中程度の暴属性ダメージ
|
||
Battle description | Rude 暴属性
|
Red 赤属性
|
Heal All 全員30HP
|
Cost | 125 (50% TP) | 0 (0% TP) | 0 (0% TP) |
Target type | Enemy | Enemy | None |
Use text | * ~1 cast RUDE BUSTER! * ~1は& ルードバスターを発動した!
|
* ~1 used RED BUSTER!
|
* ~1 cast DUAL HEAL!
|
Notes | Very similar to Rude Buster, though with a few differences. Rude Sword does not take magic into account (despite the description), resulting in lower damage than Rude Buster. Unlike every other spell, Rude Sword has a different name in-battle. Also worth noting is Rude Sword's use text; similar though not quite identical to Rude Buster's * ~1 used RUDE BUSTER! (the Japanese text is identical to the used version). This spell uses the otherwise-unused animation spr_attack_mash1 (see below).
Rude Sword can be cast (as "Dual-Buster") in the fight with the unused enemy monster1. Rude Sword's full description in English is identical to Rude Buster's, though the description in Japanese is slightly different; cf. the used version (which removed a space, added a 。, and slightly changed some text):
|
These spells are not technically unused, though they can only be cast via ACT options in the King fight in Chapter 1 and the Queen/Berdly fight in Chapter 2; they are never actually directly available as spells. As a result, the names, descriptions, and costs of the spells are left unused. Their use text is not unused. |
Additionally, the spell Heal Prayer has behavior defined for the overworld, where it will heal a party member by 100 HP – in the final game, TP is set to 0 at the end of a battle, making it impossible to cast spells in the overworld and thus leaving this behavior unused.
Unused Rooms
- Room 4, room_torroom, is an empty (all-black) room. Assumedly it would be Toriel's room in her house, but the door is locked.
- Room 7, room_town_northwest, is an empty black room as well. It was presumably the area behind the closed-off gates within the town.
- Room 11, room_town_apartments, is an empty black room as well, though larger than room_torroom. It may have been for the apartments in the town, which cannot be entered.
- Room 131, PLACE_DOG, is the dogcheck room. If you edit your save file to start in a room number lesser than 1 or greater than 130, you will instead be taken to this room, where a sleeping dog serenades you with chill music.
- Room 138, room_empty, is, as the name suggests, an entirely empty room, outside of Kris themself.
- Room 140, room_DARKempty, is the exact same as room_empty, only using Dark World Kris instead.
- Room 141, room_battletest, is an entirely empty 2x2 room with a pink background. When opened in-game, the game will stretch out the room to make an entirely pink screen, and essentially softlock.
Version Differences
Changed Text
SURVEY_PROGRAM | Deltarune Chapter 1 (1.00) | Description |
---|---|---|
* Great job, Kris! * We earned ~1 EXP and ~2 $! |
* Great job, Kris! * We earned ~1 EXP and ~2 D$! |
A simple terminology error; the Dark World's currency is "Dark Dollars", "D$". |
The $!?# Squad |
The $!$? Squad |
"#" was made a control character in Chapter 2, so Susie's team name suggestion had to be altered. |
* The DARK $!?# Squad! |
* The DARK $!$? Squad! |
Ditto. |
* All proceeds go to Rudinn Relief Funds, I guess. * It's only 40G! |
* All proceeds go to Rudinn Relief Funds, I guess. * It's only $40! |
|
* Choco Diamonds, only 40G, I guess. |
* Choco Diamonds, only $40, I guess. |
Yet another currency error. "G", the currency in Undertale, was changed to "$", which as described earlier still isn't correct, but it's at least closer. |
* (Hathy offers a Hearts Donut.) * (Proceeds go to Hathy's Health. It costs 40G.) |
* (Hathy offers a Hearts Donut.) * (Proceeds go to Hathy's Health. It costs $40.) |
|
* It's a mere 40G. |
* It's a mere $40. |
They made the same mistake here as well. |
* She'd alway fuss about going, but once the party started... |
* She'd always fuss about going, but once the party started... |
Looks like an erroneous control character made it into the original line. |
(Sepia and Menu Art) |
(Sepia and Menu Art, Borders) |
See below for more on borders. |
8-4 Ltd. |
8-4, Ltd. |
Japanese localization company name fix. |
SURVEY_PROGRAM | Deltarune Chapter 1 (1.01) | Description |
---|---|---|
* Sure? It wasn't that good. * It'd probably improve it. |
* Ya sure? 'd probably make it better. |
Said by Susie to Top Chef. Probably changed because the TopCake does turn out to the best healing item in the game. |
* (If you go to back to sleep,
|
* (If you go back to sleep, you
|
SURVEY_PROGRAM | Deltarune Chapter 1 (1.02) | Description |
---|---|---|
* Looks like you accidentallly dropped it... |
* Looks like you accidentally dropped it... |
|
* It would be a a lie to say that I, too... |
* It would be a lie to say that I, too... |
... often make typos when writing lots of dialogue. |
* (Kris got the Hot Chocolate.) |
* (You got the Hot Chocolate.) |
An interesting change from a game lore perspective. |
Console
The console release of Deltarune: Chapter 1 (there labeled as "version 1.01") so far seems to only have very minor and otherwise unnoticeable differences between the PC version.
To do: There could be more. |
Borders
Similarly to the console release of Undertale, the console release of Chapter 1 includes three dynamic borders that the game switches between, Super Game Boy style: a generic black border, an autumnal border for the Light World, and a castle-themed border for Castle Town and the Card Kingdom.
bg_cc_arena
This graphic had a single stray pixel to the left of the large spade removed in the 1.01 revision, although it's oddly back there in the 2021 Chapter 1 & 2 release. The stray pixel above the actual arena graphic is still in both versions, though.
1.00 | 1.01 |
---|---|
Regional Differences
Toriel's Classroom
English | Japanese |
---|---|
The writing on the whiteboard in Toriel's classroom is translated into Japanese.
Thrash Machine
English | Japanese |
---|---|
The menu for creating the Thrash Machine is translated into Japanese, for the most part; the sole exception is the "GUN'S" stat, which is shortened to "GUN" in plain English. The "CORN" and "TUNA" writing scribbled on Susie and Lancer's versions of the Plain body and Tread feet are also translated into Japanese.
Jevil's Voice
Line | English | Japanese |
---|---|---|
"CHAOS, CHAOS!" | ||
"I CAN DO ANYTHING!" | ||
"METAMORPHOSIS!" | ||
"THE TRUE AND NEO CHAOS!" |
Similarly to Flowey's "That's a wonderful idea!" line in Undertale, four of Jevil's voice clips are redubbed in the Japanese release, using Japanese equivalents of the English lines.
Librarby Interior
English | Japanese |
---|---|
The Teenz-Own banner inside the Librarby is translated into Japanese.