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Proto:Metal Gear Rising: Revengeance/Demo/UI Folder Leftovers

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This is a sub-page of Proto:Metal Gear Rising: Revengeance/Demo.

Hmmm...
To do:
There is a LOT from the demo's UI folder that needs to be documented here, the page just started.

The demo's UI folder houses a pretty hefty amount of unused and unseen content. Using certain programs to extract and unpack files, every UI file has 2 folders, one that contains the texture file of all the elements used for a UI that is displayed, and another folder that usually has all the text that is used to for that UI; these folders always have a "mess" prefix.

All assets on this page can be found in the directory data000.cpk/ui.

Early/Unused UI Files

Unused Hacking Mode/ui_hacking.dat & ui_hacking.dtt

In the demo, multiple references to an unused hacking mode can be found in various forms, ranging from music tracks to the game stats screen in the demo having a category for successful hacks. Using some programs to unpack and extract files, it is possible to see a single remnant from this hacking mode left in the UI folder.

Only a "mess" folder can be found, leaving only the text for the hacking mode left, with the actual textures for it missing.

p002_test

HACKING MISSION
MISSION COMPLETED
LEVEL

ui_hud.dat & ui_hud.dtt

In data000.cpk/ui/ui_hud.dat and ui_hud.dtt An early version of the game's main UI elements. Although mostly similar, there are some minor differences between the two. Notice the demo's lack of Sunny's codec portrait, for example. The demo and final's also share a small render of a beta Boris model.

ui_hud.dat 1 (Early) ui_hud.dat 2 (early) ui_hud.dat (Final)
MGRR DEMO ui hud.dat 1.png MGRR DEMO ui hud.dat 2.png MGRR - ui hud.dat.png

ui_core.dat & ui_core.dtt

In data000.cpk/ui/ui_core.dat and ui_core.dtt some assets for the Playstation 3 move controller can be found, despite this being ripped from the Xbox 360 demo. The game more than likely had support for it at some point in development, but it got dropped for whatever reason.

Early Hud Elements Early Hud Elements

ui_stageinfo.dat & ui_stageinfo.dtt

An interesting UI asset. It seems to be a map with an objective, but it's unknown where exactly this was going to be used. The top has details for the location and the weather, just as locations in Metal Gear Solid 4 did. Unfortunately, there isn't a lot of information on this, or what its intended use was.

Early Hud Elements

ui_shop.dat & ui_shop.dtt

An early customization screen texture can be found. It shows that at one point, the player would have been able to buy sub-weapons such as rocket launchers and grenades from the shop. There are also 4 blades for purchase here: "Normal Blade", "Ninja Blade", "Kotetu", and "Knife". It's unknown exactly what the 3 swords would have been; as for the knife, Raiden's model in the demo is missing the knife from his sheath. At one point he was going to be able to use it, this could be how you would've obtained it originally. It seems a shield was also purchase-able, where as shields are used exclusively by enemies in the final game. Another thing of note is that they're called "Chaff" grenades here like past Metal Gear games, while in the final they are simply called "Jam" grenades.

Early Hud Elements

Early/Unused Mini-map Files

Within the demo's UI folder, all of the mini-maps models for levels can be found. Many of them looking similar to their final counterpart, but there are also many unused and early versions of existing levels.

uia000.dat - Possible early R-00 area.

The very first mini-map file in the UI folder, ui000.dat. This mini-map is for the RAY phase 1 arena, and looks almost exactly like the final one, aside from a small building on the right side of the map. An early image shows Raiden standing near this small building in a very early version of R-00. The area shown in this early image is still in the final game, however it resides out of bounds.

uia000.dat (Early R-00 Mini-Map) uia004.dat (Final) Possible uia000.dat original map
MGRR Demo - uia000.dat.png MGRR Demo - uia004.dat.png MGRR 2011 Early Twitter Image.jpg

uia200.dat & uia201.dat - Cut construction area, possible early RAY phase 2 arena.

uia200.dat & uia201.dat seem to be an early version of the water-way you chase Sundowner in, and an area that was completely changed in the final game. As can be seen, the early area seems to be MUCH larger than in the final game. The construction zone being replaced with a simple rooftop, where the player battles RAY phase 2. It's unknown if the early area was also meant to serve as the original RAY phase 2 arena, but given the early and final areas occupy the same space, it's likely. An image of the cut construction zone can be seen here, a screenshot taken by PlatinumGames that was sent to various video game websites. The mini-map in this image lines up with the model found in the demo, by taking a look at the background the bell-tower that explodes during the RAY phase 2 fight can be seen, further signifying this could have been an early RAY phase 2 area.

uia200.dat & uia201.dat (Early) uia150.dat (Final) Official image of Cut construction zone
MGRR Demo - uia200 & uia201.PNG MGRR - uia150 (Final waterway area).PNG Mgr03.jpg

Through modding, one of the phases that would have taken place here, (pa20_start) was able to be somewhat restored and playable. Although it uses maps from the final game, this phase is presumably the early water-way section that leads into the cut construction zone. It seems the player would have originally had to battle a few Sentinel soldiers as they made their way to the construction zone. The empty area at the end where the regular RAY phase 2 arena would be, is a void. This phase makes reference to a map that isn't in the demo, or final game - ra1c. This map is the construction zone.

ui1100.dat & ui1200.dat - Early R-01 level layout.

The demo has mini-map models for a VASTLY different R-01. Some similarities between the early and final can be seen, however the early version of this level seemed to be much bigger. The final's was cut down in size incredibly, it's unknown why.

ui1100.dat & ui1200.dat (Early) Final R-01 Mini-Map Layout
MGRR Demo - uia1100.dat & uia1200.dat.PNG MGRR Demo - Final R-01 Layout.PNG


What is presumably this map appears in a 2012 trailer for the game. Not much can be seen, however the trailer showcases an early version of R-01, with obvious differences. The early mini-map here could very well be for the one shown in the trailer.

E3 Mini-Map Leftovers

While nearly all of the E3 phases still reside within the demo, loading them will in most cases result in nothing due to missing files. The mini-map models for most of these E3 levels still exist in the demo, however.

Many of these E3 levels take specific parts from R-01 as a whole. Due to this, there will be comparisons between the early layout as seen above, the E3 layout, and the final's layout.

uif100.dat - Early Hammerhead Bridge and Arena.

The hammerhead fight was a playable part of an E3 2012 demo of MGRR. It would start the player in an area near where the Bladewolf fight takes place. The mini-map on the left is the map that was used for that E3 level. Obvious differences between the early and final can be seen.

ui1100.dat (Earliest) uif100.dat (Early - E3 2012 Level) Final (From R-01's Mini-Map)
MGRR Demo - Early r-01 2012 hammerhead bridge.PNG MGRR Demo - Uif100.dat.PNG MGRR - Final hammerhead bridge.PNG

uif120.dat - Early R-01 Beach Area.

The beach that Raiden lands on in R-01, where the player starts. It was also used in an E3 level. The level is filled with various objects to cut down, in order to show off blade mode.

ui1100.dat (Earliest) uif120.dat (Early - E3 2012 Level) Final (From R-01's Mini-Map)
MGRR Demo - Early r-01 2012 beach.PNG MGRR Demo - r-01 E3 beach.PNG MGRR - r-01 Final Beach.PNG

uif130.dat - Early R-01 Park With Ferris Wheel.

An early version of the park area from R-01, the map with the giant ferris wheel that leads into the refinery in the final game. In the E3 demo, an early version of the level was used to teach combat to the player. The player was tasked with finding a terminal on the opposite end of the park, and taking a memory chip from it. Then, they would encounter a battle with a Gekko and a few soldiers.

ui1200.dat (Earliest) uif130.dat (Early - E3 2012 Level) Final (From R-01's Mini-Map)
MGRR Demo - r-01 early 2012 park.PNG MGRR Demo - r-01 E3 park.PNG MGRR - r-01 Final park.PNG