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Proto:Killer Instinct (2013)

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This page details one or more prototype versions of Killer Instinct (2013).

Hmmm...
To do:
Everything,
  • Add the prototypes. Also try to compare these prototypes to the day one version rather then the game in its current state.
    • Comparisons with the current build of the game are undesirable seeing that several things were changed from launch to now. However, that is probably our only real option, seeing that no day one builds have been datamined (to my knowledge).
  • Crack into the .PAKs, that's where the game's assets are stored.
  • Some videos for research
  • One or both of the builds have debugging features.

Notes for May 17th Build:

  • Features some pretty rough visuals.
  • Only 3 playable characters; Jago, Sabrewulf and Chief Thunder. Glacius is present on the character select but as of writing it isn't known if he is playable.
    • Speaking of which, Chief has a simple placeholder model and doesn't seem to have sounds.
  • Interestingly references to characters not playable in this build, such as the rest of the Season 1 cast and some characters that ended up in Season 2 are present in the Audio folder.

Notes for August 20th Build:

  • Much closer to the final game, but still has some differences.
    • The full base roster is here.
    • Chief Thunder now has a finished model, but he still doesn't seem to have sounds.
    • Sadira has rendering issues that causes her textures to appear glitchy. Orchid also apparently suffers similar issues as well.
    • Glacius uses a very cursed placeholder model of Jago.

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

Blank.png
May 17th, 2013 Build
A pretty unfinished build with lots of differences than the final game.
Blank.png
August 20th, 2013 Build
A more complete build with less and minor differences.

Content Shared Between The Prototypes

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
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"