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Proto:Killer Instinct (2013)
This page details one or more prototype versions of Killer Instinct (2013).
To do: Everything,
Notes for May 17th Build:
Notes for August 20th Build:
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While no prototypes of the Xbox One or Windows versions are public, two prototypes of an unreleased version on Xbox 360 were released by Obscure Gamers on June 15th, 2020.
This version was never officially announced and only had video footage online prior to the release of the prototypes.
Sub-Pages
May 17th, 2013 Build A pretty unfinished build with lots of differences than the final game. |
August 20th, 2013 Build A more complete build with less and minor differences. |
Videos
Two videos, char_intro_temp.bik and char_outro_temp.bik are present in both builds. they are placeholder videos with cutscenes taken from Super Street Fighter IV, specifically Dudley's arcade intro and Seth's arcade outro respectively. The videos are used in the May 17th build for the arcade mode present but are left unused in the August 20th builds due to that mode being removed there.
Very strangely they seem to have been taken from YouTube let's plays, with the intro specifically taken from RajmanGamingHD.
char_intro_temp.bik | char_outro_temp.bik |
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TBA | TBA |
Configuration File
The builds feature a configuration file called resource.cfg, with the only difference between them is file modification dates.
Of note are the mentions of "DURANGO", the codename of the Xbox One.
#***************************************************** # Usage/Format #***************************************************** # This file is in the format of three columns. # The first column is the extension. The second # is the resource type index (matched in the res # manager). # # The third column (new) is the expected asset root from which to read these files # the engine (slayer.exe) only cares about engine resources, and assumes all files come from # the one and only root (GameAssets). Tools on the other hand can use the Root Index to determine # where their copy of a particular file comes from # 0 means it always comes from the GameAssets folder, even in tools. Used for assets tools just use. # 1 means it comes from the IntermediateAssets folder when loaded by tools via the usual resource load. Used for assets the tool edits. # # The fourth is the platform or platforms # that are used. Note that these can be comma- # separated. Note that this means all platforms # use the same resource config file. # # The fifth column is used for a human-readable # description of the asset type. # WARNING: Extension is limited to 7 characters # (otherwise XML gets corrupted), so P3 is really PS3 grrrrrrrrrrrrr # # Additionally, if you decide you need to add your own # asset type, then beware that this table is # replicated in Slayer code in several different # places: q.v. StdGlobalResource.cpp (especially # the g_typeOrder field) as well as EGlobalResourceTypes.h . # #***************************************************** # EXT RES_ID ROOT PLATFORM FRIENDLY_NAME .MYS 0 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Render (Maya) scene" .DX9_SCT 1 0 DX9_32,DX9_64 "Sector" .DX11_SCT 1 0 DX11_32,DX11_64 "Sector" .X2_SCT 1 0 X360 "Sector" .P3_SCT 1 0 PS3 "Sector" .DUR_SCT 1 0 DURANGO "Sector" .DX9_MDL 2 0 DX9_32,DX9_64 "Model" .DX11_MDL 2 0 DX11_32,DX11_64 "Model" .X2_MDL 2 0 X360 "Model" .P3_MDL 2 0 PS3 "Model" .DUR_MDL 2 0 DURANGO "Model" .DX9_MAT 3 0 DX9_32,DX9_64 "Material" .DX11_MAT 3 0 DX11_32,DX11_64 "Material" .X2_MAT 3 0 X360 "Material" .P3_MAT 3 0 PS3 "Material" .DUR_MAT 3 0 DURANGO "Material" .DX9_SYT 4 0 DX9_32,DX9_64 "Texture" .DX11_SYT 4 0 DX11_32,DX11_64 "Texture" .X2_SYT 4 0 X360 "Texture" .P3_SYT 4 0 PS3 "Texture" .DUR_SYT 4 0 DURANGO "Texture" .GIN 5 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Game properties" .PIN 6 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Game properties" .PVS 7 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "PVS" .CSV 9 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Data table" .DDB 11 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Dialog database" .TXT 12 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Standard text" .HKC 13 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Cinematic" .PTM 16 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Particle template" .PGP 17 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Particle group" .CMF 18 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "FX system table" .PHP 19 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Phoneme data" .MTM 20 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Mesh FX template" .XML 21 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Simple XML" .GAT 22 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Attachments" .XML 23 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Capsule definitions" .XML 25 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Serialized XML" .DX9_STR 26 0 DX9_32,DX9_64 "String table" .DX11_STR 26 0 DX11_32,DX11_64 "String table" .X2_STR 26 0 X360 "String table" .P3_STR 26 0 PS3 "String table" .DUR_STR 26 0 DURANGO "String table" .APK 27 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Package" .PC_HKS 28 0 DX9_32,DX11_32 "Havok Skeleton" .PC64_HKS 28 0 DX9_64,DX11_64 "Havok Skeleton 64bit" .x2_HKS 28 0 X360 "Havok Skeleton" .pS3_HKS 28 0 PS3 "Havok Skeleton" .dur_HKS 28 0 DURANGO "Havok Skeleton" .PC_HKA 29 0 DX9_32,DX11_32 "Havok Skeleton Anim" .PC64_HKA 29 0 DX9_64,DX11_64 "Havok Skeleton Anim 64bit" .x2_HKA 29 0 X360 "Havok Skeleton Anim" .pS3_HKA 29 0 PS3 "Havok Skeleton Anim" .dur_HKA 29 0 DURANGO "Havok Skeleton Anim" .PC_HKR 30 0 DX9_32,DX11_32 "Havok Skeleton Retarget" .PC64_HKR 30 0 DX9_64,DX11_64 "Havok Skeleton Retarget 64bit" .x2_HKR 30 0 X360 "Havok Skeleton Retarget" .pS3_HKR 30 0 PS3 "Havok Skeleton Retarget" .dur_HKR 30 0 DURANGO "Havok Skeleton Retarget" .SES 31 1 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "SlayEd scene" .BNK 32 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Wwise Init Bank" .BNK 33 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Wwise Sound Bank" .nav_le 35 0 DX9_32,DX11_32 "Nav Mesh Data" .nav_le64 35 0 DX9_64,DX11_64,DURANGO "Nav Mesh Data 64 bit" .nav_be 35 0 X360,PS3 "Nav Mesh Data" .BIK 38 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Bink Movie" .XMB 41 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Binary XML file" .GAB 42 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Binary GAT file" .x2_sgb 45 0 X360 "Binary Soglo file" .p3_sgb 45 0 PS3 "Binary Soglo file" .dx9_sgb 45 0 DX9_32,DX9_64 "Binary Soglo file" .dx11_sgb 45 0 DX11_32,DX11_64 "Binary Soglo file" .dur_sgb 45 0 DURANGO "Binary Soglo file" .x2_lmsb 46 0 X360 "Binary LMS file" .p3_lmsb 46 0 PS3 "Binary LMS file" .dx9_lmsb 46 0 DX9_32,DX9_64 "Binary LMS file" .dx11_lmsb 46 0 DX11_32,DX11_64 "Binary LMS file" .dur_lmsb 46 0 DURANGO "Binary LMS file" .RCL 47 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "RockNRoll sector collision" .RPS 48 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "RockNRoll physics system" .FSCT 49 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "SpeedTree Sector" .SRT 50 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "SpeedTree Tree" .RSB 51 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "RockNRoll soft body rendering data" .EVF 52 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Timeline Event File" .PAD 53 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Procedural Animation Data" .XML 54 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "HexAudio File Manifest" .DX9_SPK 55 0 DX9_32,DX9_64 "ShaderPAK" .DX11_SPK 55 0 DX11_32,DX11_64 "ShaderPAK" .X2_SPK 55 0 X360 "ShaderPAK" .P3_SPK 55 0 PS3 "ShaderPAK" .DUR_SPK 55 0 DURANGO "ShaderPAK" .dx9_mc 56 0 DX9_64,DX9_32 "Material Class" .dx11_mc 56 0 DX11_32,DX11_64 "Material Class" .x2_mc 56 0 X360 "Material Class" .p3_mc 56 0 PS3 "Material Class" .dur_mc 56 0 DURANGO "Material Class" .mgx 57 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Model Group" .LUA 58 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "Lua script" .HIKC 59 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "HumanIK Characterization File" .XML 60 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "HumanIK Bone Mapping File" .TTF 61 0 DX9_64,DX9_32,DX11_32,DX11_64,X360,PS3,DURANGO "EGraphics Dynamic Font"
The Killer Instinct series
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Arcade | Killer Instinct • Killer Instinct 2 |
SNES | Killer Instinct |
Game Boy | Killer Instinct |
Nintendo 64 | Killer Instinct Gold |
Xbox One, Windows, Xbox Series X | Killer Instinct (2013) (Prototypes) |