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Proto:Deltarune/Chapter 1 Demo (2018)/Unused Graphics
This is a sub-page of Proto:Deltarune/Chapter 1 Demo (2018).
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Contents
- 1 Dark World
- 1.1 Ralsei's Manual
- 1.2 Vs. Ralsei
- 1.3 Early Trees
- 1.4 Early Purple/Dark Grass
- 1.5 Sleepy Rudinn
- 1.6 Complete Timer
- 1.7 Broken Box
- 1.8 Pink Flame
- 1.9 Vandalized Clubs Icon
- 1.10 Early Malius Animation
- 1.11 Lancer w/ Mustache
- 1.12 Early Starwalker Bell
- 1.13 Elevator Floor Numbers
- 1.14 Small Dialogue Portraits
- 1.15 spr_joker_dance_reverse
- 1.16 Old Devilsknife
- 1.17 King of Spades
- 1.18 Fountain Cutscene
- 1.19 Exasperated Susie
- 1.20 Blushing Ralsei
- 1.21 Death Animation
- 1.22 Brave Susie
- 1.23 Ralsei Hugging Animation
- 1.24 King Pullback and Receive
- 1.25 Unused King Kneel Poses
- 1.26 Kris Battle Intro
- 1.27 Early Relax Chair
- 1.28 Unused King Walk Frame
- 1.29 K. Round Crownless
- 2 Light World
- 3 Interface
- 4 Editor Sprites
- 5 Miscellaneous
Dark World
Ralsei's Manual
Textures that appear to be of the manual given to you by Ralsei at the beginning of the game; but this time, it's actually readable. This appears to have been cut earlier in development, as evidenced by the several notable differences between its contents and the final demo:
- The game's keys were not going to be rebindable; this is evident in the 'CONTROLS' section, as well as the 'ATTACKING' section.
- There was going to be a 'TALK' button in the overworld menu, allowing you to talk to the other members of your party at any point.
- There was not going to be a SPARE button in-battle. Instead, the 'ACTING' section indicates that you would have had to turn all enemy names yellow, at which point the battle would automatically end.
- There was some kind of in-battle dog button. Unused sprites for this button are present, indicating that it was likely going to appear in-game, probably as an Easter egg.
- Attacking was going to require a different button to be pressed for each character; aside from making things quite a bit harder, this would not have meshed well with key rebinding.
- TP was not going to be discarded after a battle, and could be restored at SAVE points. Because of this, spells could be cast in the overworld. Also, on a more minor note, the 'POWERS' button was renamed to 'POWER'.
There is no Japanese-language version of the manual, indicating that it was removed before localization started. Also notable is that the attack bar graphic in the ATTACKING section is a placeholder complete with a rough icon of Kris, in style with the rest of the placeholder graphics.
The design on the final page of the manual would later be re-used as an Easter egg within the official Ralsei plush produced by Fangamer. Seemingly made using crayons, the drawing can be found on a piece of paper inside the plush, along with the text "I'm looking forward to meeting you!"
There is also unused functionality for the manual in the form of the object obj_ralseibook; the manual can be restored in-game by modifying the "use item" script to create an instance of this object:
Vs. Ralsei
Three enemy sprites for the cut Ralsei fight. The first of these is just a mirrored version of Ralsei's normal idle battle sprite, while the third is seemingly a mirror of an earlier version of one of Ralsei's battle sprites (lacking the green outline around the head). The blushing version of the idle sprite is unique to the Ralsei enemy.
Early Trees
Early | Final |
---|---|
Early, more diversely-colored but less pretty versions of the trees that appear throughout the game.
Early Purple/Dark Grass
Early | Final |
---|---|
Early version of the grass in the Field of Hopes and Dreams.
Sleepy Rudinn
"Tired" overworld sprites for Rudinn.
Complete Timer
The timer for the glow-tile puzzles, with the arm having completed a full revolution. In-game, the timer immediately switches to its 'off' sprite when this happens.
Broken Box
A broken block that would have been used in the box puzzle, in particular circumstances.
Pink Flame
A pink flame that would have appeared in the Scarlet Forest, if its sprite name is to be believed.
Vandalized Clubs Icon
A vandalized version of the clubs icon; the other three vandalized suits are used in the Clover suits puzzle.
Early Malius Animation
Early | Final |
---|---|
An earlier, somewhat more MS Paint-esque version of Malius's swinging animation. Notable is that in the demo, the idle animation for Malius is in the same style as the original "old" sprite, not the second sprite. Strange that Toby would update this to be 'more' inconsistent, but maybe the idle animation will be fixed later along the line.
Lancer w/ Mustache
Lancer with a mustache, facing right. A left-facing version of this sprite is used in the Thrash Your Own Ass room, though this right-facing version is not. Even when leaving the room to the right, he continues to face left. This is used in the bakery in Chapter 2.
Early Starwalker Bell
Early | Final |
---|---|
An earlier, placeholder version of the bell used to dispel the Starwalker.
Elevator Floor Numbers
A set of floor numbers clearly intended for a Card Castle elevator. Note that they include the prison, though do not include a floor 5 (where the shop, SAVE point, and elevator are in the final game).
Small Dialogue Portraits
More wonderful faces. These are used as placeholders for the 'small' dialogue portraits used for Susie before the second K.Round fight. The art style (and quality) of Ralsei's portrait closely resembles Toby's concept art of him.
Rather interestingly, the portrait for Ralsei here is prefixed with an a, rather than an r (as all of his other portraits are). Also perhaps of note is how Ralsei and Susie's faces are colored – Ralsei's face is in black and white, as is normally the case with Lightner characters (though Ralsei is a Darkner), whereas Susie's face is colored, as is normally the case with Darkner characters (though Susie is a Lightner). This is reversed from their usual face sprites, though it is entirely possible that this is just a coincidence.
spr_joker_dance_reverse
Jevil dancing, facing... backwards. It might have been intended for Jevil's final stage where he can be pacified and there are many "ghost" Jevils surrounding him.
Old Devilsknife
Early | Final |
---|---|
An unused, probably placeholder earlier version of Jevil's 'scythe' bullet. This older version has an associated bullet object, which is used by the unused bullet patterns 55, 56, 57, and 58.
King of Spades
An unused overworld sprite for the King, presumably intended for the cutscene immediately before the battle. Note the discolored spade. The 'blue' in this sprite is also a slightly different shade to the blue in the used battle sprites. This color palette is actually used for his other overworld sprites and onwards.
Fountain Cutscene
White silhouette sprites are used for Kris and Susie during the fountain cutscene (albeit with some real-time embellishment). However, the above sprites are not used at any point during the cutscene (or at least not in full, in the case of Susie's right-facing sprite).
Exasperated Susie
A static sprite of Susie with her head in her hand.
Blushing Ralsei
If you stand close to Ralsei on the overworld for a few seconds, he will start blushing. However, he has no code for facing him from downwards. Adding the condition to the game without further modification will just use his normal downwards-facing sprite, meaning that although the game would count him as blushing, it will not be visible. Despite this, a blushing downwards-facing Ralsei sprite is present in the game's files, indicating that the aforementioned oddity is a mistake.
Furthermore, since Ralsei stops blushing as soon as you move, the full versions of the other blushing walking sprites are left unused.
Death Animation
Unused object obj_deathanim functions as a graphic effect of a sprite dissolving into a red mist, and is likely supposed to appear when enemies get killed, similarly to how defeated monsters die in Undertale.
This animation would later be incorporated in the Chapter 2 demo with an added sound effect, where the it plays when an enemy is defeated by a damage that is marked as fatal
. (For example, non-cutscene SnowGrave damages are "fatal", and Pipis enemies technically force all damages they take to be "fatal".) A way to get this appear in the Chapter 2 demo is to abort the Weird Route by ending the Berdly rematch by using violence (since a recent patch) without using SnowGrave, then backtrack to use the spell on the Maus enemies that appear when touching the walls of the cheese maze.
Brave Susie
A set of "brave" sprites for Susie, intended for the post-battle cutscene where she saves Kris from getting killed by King. The only one used in-game is the sprite with Susie's pupils visible ("spr_susie_brave"). The other two sprites, which depict Susie with a discouraged and shocked expression respectively, are unused. These sprites were probably intended for an earlier iteration of the cutscene, perhaps to show her getting scared by King’s bullets.
Ralsei Hugging Animation
Unused hugging animation for Ralsei. Later revamped for his hatless design in Chapter 2.
King Pullback and Receive
King has two unused, incomplete sprites meant for his chain toss attack. These sprites depict him pulling the battle box straight towards him after throwing his spade chain onto the box.
Unused King Kneel Poses
Two unused versions of King's kneeling sprite, seen during the post-battle cutscene of his fight. The only sprites of his kneel pose used are spr_king_kneel_0, spr_king_kneel_2, and spr_king_kneel_4.
Kris Battle Intro
Kris has a complete battle intro that would've played when starting a battle. This was unused as Kris's attack animation was used instead. Eventually used in Chapter 2 on a few occasions.
Early Relax Chair
An early version of the chairs Susie and Lancer use when relaxing near the Forest's Maze.
Unused King Walk Frame
An unused fourth frame of King's walking animation during his pre-battle cutscene. In-game, King only uses 3 frames of the walking sprite.
K. Round Crownless
K. Round has two separate sprites used when Susie throws Ralsei at it during his rematch at Card Castle. However, these sprites cannot be seen properly in-game, thus making them unused.
Light World
Beach Area
An early sketch of the beach area room_beach exists, in the same style as the unused Lab and Undyne's Room sketches from the previous game.
Flowershop Lights
An unused Programmer Art™ sprite supposedly depicting some lights, corresponding to the seven flowers in the back room of the flower shop.
Full School
Full Image | In-game |
---|---|
The outside view of the school has fences to the left and the right hidden by trees, and what seems to be a door leading to the top of the building hidden out of the cameras view.
Eyeless Sans
Sans's "eyeless" face sprite from Undertale – he does not have any dialogue in this game that uses this face.
Catty Face
An unused face sprite for Catty.
Toriel Faces
Unused Toriel face sprites from Undertale.
Additionally, Toriel's glasses are present, which would (and should) be added over Toriel's face sprite when she's wearing glasses. They are unused, despite the fact that Toriel's overworld sprites indicate that she wears glasses for the entire game.
Kris Sliding
An unused downwards sliding sprite for Kris in the 'Light' World – there is nowhere in the Light World that Kris can slide. Even if the game is loaded to be using the Light World sprite for Kris in the Dark World, their Dark World sliding animation will be used instead.
Early Ending Sequence
Early | Final |
---|---|
Early | Final |
---|---|
Earlier, slightly less gruesome versions of the sprites in the ending cutscene still exist, under spr_dkris_grabheart_old and spr_dkris_pullheart_old. In general, the old versions lack shading that the final ones do. Kris has less bedhead in their early sprites, and they all lack the stripe on their shirt.
Also present is an unused up-right standing/walking sprite (a different up-right sprite is used when Kris reveals their knife, and they never walk in that direction). Used in Chapter 2.
Susie with Eyes Visible
Susie's Light World sprites with her eyes visible. These were presumably intended to be used after Kris and Susie return from the Dark World, though her normal sprites are used instead until Chapter 2.
Alphys
Alphys walking/talking upwards; she does not do so at any point in the game. Used in Chapter 2.
Berdly
Berdly facing downwards (standing/talking); he does not face downwards at any point in Chapter 1. Used in Chapter 2.
Sans Walking
A complete set of facing/walking sprites for Sans. In Chapter 1, he remains in a single place facing downwards (or left or right if you talk to him from those directions), leaving the upwards sprite and the rest of the used sprites unused.
Undyne
Undyne facing/talking to the right and left. In-game, she is between two cars that prevent you from being able to talk to her from those directions. This is used in Chapter 2.
Hots Fireguy
Unused sprites for Heats Flamesman Hots Fireguy. The sprite names seem to indicate that they were going to appear in Hometown during the car ride at the beginning of the game.
Interface
Talk Button
The overworld talk button detailed in Ralsei's manual, along with its associated caption in English and Japanese.
Downwards Ability Icon
An unused icon for a weapon/armor ability. A diagonal-downwards arrow is used for the Devilsknife, though no weapon or armor, used or otherwise, specifies this particular image as its ability icon.
Unused Turn UI
Unused UI elements for indicating whose turn it is.
Textless Fight Buttons
Early | Final |
---|---|
Earlier versions of the FIGHT, ACT, and ITEM buttons in the battle menu, notably lacking their associated captions.
Dog Button
A battle interface button depicting a dog with both a regular and a highlighted version. This button can also be seen in the unused manual, where the caption explains "A dog has eaten your commands. You can't do anything for the rest of your life."
Attack Buttons
The left halves of these sprites are used in-game, but the right halves are covered by another sprite that simply says "PRESS". The unused parts indicate that originally, as shown in Ralsei's manual, each character would have required a different button to be pressed to attack. This is more complicated than the final version, which simply requires the 'use' button to be pressed for each character. Also note that this old system clearly predated key rebinding, which it would not have meshed well with. Setting the debug flag 13 to true will re-enable this system.
Target Triangle
Some kind of triangular targeting reticule.
Unused Attack Effects
Two unused attack effect animations. The first, spr_attack_mash1, is used by the unused spell Rude Sword (spr_attack_mash2 is used for Susie's normal attacks).
The second, spr_attack_hit1, is completely unused, and, curiously, is yellow. All other attack animations are color-coded to the character that uses them (Blue for Kris, purple for Susie, and green for Ralsei), but a yellow character wouldn't be introduced until Noelle in Chapter 2. Whether this is just a leftover asset meant for a later chapter or if Noelle was intended to be playable in Chapter 1 is unknown.
Heal Effect
Early | Final |
---|---|
An earlier, clearly placeholder version of the 'healing' sparkle effect; the final version is just a recolored version of the 'spare' sparkle effect.
Sword Effect
A 'sword' sparkle effect, similar to the spare/heal effects. It is unclear what this would have been used for. Also note that it may have been displayed in a different color.
Guts
Guts. An unused "battle message" sprite (like the "Max"/"Up"/"Down" messages that sometimes appear when healing/taking damage in particular circumstances). It is possible that it would have appeared in a color other than white (like the other battle messages).
Early Kris Attack Animation
Early | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Final |
An older version of Kris's attack animation is present as spr_krisb_attack_old; its first frame was removed in the final version.
Unarmed Susie Animations
idle | attackready |
---|---|
Alternate 'unarmed' variants of Susie's idle and ready-to-attack animations. There is also an unarmed version of her attack sprite, which is used, when Susie throws Ralsei in the second K.Round fight.
These three sprites are also used instead of the normal ones if Susie has no weapon during a battle, which is not possible. Note that there are no unarmed variants of Susie's ready-to-spellcast, spellcasting, acting, defending, hurt, unconscious, or victory animations, all of which show Susie with her axe.
Editor Sprites
Returning from Undertale, these mark where various events, doors, and other invisible objects are located.
Solids
Invisible wall sprites, in various shapes and sizes. The sprites suffixed by "dark" are twice the size (as is every sprite in the Dark Realm).
Controller Objects
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: What exactly are the 84_* scripts, and what exactly does the 84_lang_helper object do? |
"Musicer" objects are (unseen) objects that control music playback in certain areas. This sprite is used for those objects (likely to make them easily-identifiable in the room editor).
This is the sprite used by obj_84_lang_helper, another unseen controller object. It appears wherever an English-language background sprite should be swapped for its Japanese equivalent (such as the Librarby, or Seam's shop). 8-4 Ltd. is listed in the credits for Deltarune under "Japanese Localization".
obj_npc_facing
This sprite, spr_placeholder, is the default sprite of the object obj_npc_facing, which is used for most NPCs capable of facing different directions (hence the name). The sprite is likely present simply to make these objects identifiable in the editor – it is changed to an NPC's sprite upon creation.
Miscellaneous
Placeholder Kris Sprite
An unused placeholder sprite for Kris, named spr_krisplace. It's used as the "default" sprite for hero game objects, while programming from the parent object tells the game which party member uses what sprites.
spr_mainchara
Placeholder red square. Interestingly enough, spr_mainchara was the filename for Frisk's sprites in Undertale.
Placeholder Tiles
Generic placeholder tiles. It's a stretch, but the placeholder tiles used here (at least the gray ones) are identical to the ones used in Mystery Man's room (who is commonly referred to as Gaster by fans) in UNDERTALE.
Sleeping Dog
A sleeping Pomeranian that appears in the "dogcheck" room, where you are taken if you attempt to warp to a room number below 1 or above 130 with save file editing. It does have some sweet music, though.
Full Borders
Console releases of the game add in three borders that are swapped between depending on what part of the game the player is in. These borders actually cover the entirety of a 16:9 display, but because the 4:3 game is shown in the middle, the center areas of these designs are obscured during normal gameplay.
Menu Placeholder
Early | Final |
---|---|
A still image of the menu animation shows Ralsei with the end of his scarf flailing around. The full animated version of the menu depicts him not having his scarf moving in-game.