|This game is still under active development.|
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Specifically: Investigate the 'demo' and 'notPC' maps left in the game folder. Find out how to activate debug mode, it's referenced in the pause menu.
Rabi-Ribi is a metroidvania featuring soul crushingly difficult bosses and bunnies.
- 1 Anti Piracy
- 2 Developer Leftovers
- 3 "TBA" Icons
- 4 Unused/Unfinished Areas
- 5 Oddities
- 6 Hidden Developer Message
- 7 Command Line Flags
- 8 Version Differences
The game has quite the ingenious method of detecting piracy: It registers a fake DLC ID with SteamAPI. If a Steam emulator unlocks all DLC, the game won't progress past the first chapter and will open browser windows to the Steam page of the game every frame, probably freezing your computer.
pack/database/stat.rbrb also contains this text about a popular Steam emulator. It's referenced in the exe so it's not completely unused, but if it actually triggers anything is unknown.
steam_api.dll.ali123 ALI123.INI - STEAM NOT DETECTED! RESTART GAME TO ENABLE STEAM FUNC! -
As of 2.00 the game also checks the integrity of steam_api.dll and will softlock after defeating a boss in chapter 2 by disabling your controls.
There's two debugging tilesets in the game's files. These can be shown if -debugshowevents is added to the launch parameters.
This area is not accessible in-game without replacing another map with it, since the engine only loads maps up to 9 (0-indexed). Judging by the large number of boss rooms in this map, it's probably used to test the bosses.
Oddly there's two items but their ID is far above the registered item IDs so they do nothing.
Debug Options Menu
It seems that there's another option below 'DISPLAY' in the options menu named 'DEBUG MODE'. Unfortunately it can't be activated right now.
The following strings are pulled from the exe.
|MMD MODEL TEST|
|DEV EDIT MODE|
|DO NOT READ SCRIPT|
|REALTIME FILE LOAD|
Optipng.exe and scalex.exe are left in the game's archive along with two batch files. Unfortunately, the batch files are corrupted (or the decryption doesn't work on text files).
The uncompressed version of Mischievous Masquerade is left in a folder named RAW (inside the DLC archive) with a filename of MISCHIEVOUS_MASQUERADE_FINAL_VER._00000000.WAV.
From version 1.80 and below these icons were present in hidden areas in Southern Woodland and Exotic Laboratory.
The one in Southern Woodland was removed in 1.80+.
The one in Exotic Laboratory was replaced in 1.99.
It has been confirmed by the developer that the areas were cancelled since a sequel is in development.
In every zone, there are empty rooms with rainbow blocks, but they're out of place and normally inaccessible. They haven't been touched since the game's release, so they'll probably continue to be unused.
Some of the rooms play the library ambient theme.
The rainbow room in the laboratory has been near completely overwritten.
Most of the town houses aren't enterable, but they all have (unfinished?) rooms with exit warps. Since there's no warps leading to them the correct background isn't loaded however.
Unfortunately there's no backgrounds for them in the game's files, but there is an inverted and vertically flipped version of Erina/Rumi's house.
The UPRPRC hideout has a section of unused rooms with somewhat difficult platforming requiring the walljump and airdash that ends in an empty room. Its 'entrance' would be above the room next to Irisu's.
Even the rainbow room connected to this area isn't accessible, suggesting that rainbow rooms may have been scrapped very early in development.
There are some unused rooms with the incorrect tileset below the castle.
To the left of the TBA room hidden near the entrance, there's a teleporter that leads nowhere and a few rooms. Underneath the teleporter is some unused rooms from the Hall of Memory.
There's some rooms underneath the entrance, but they're unfinished and aren't very interesting. They don't line up with the used rooms above them.
If it were somehow possible to jump infinitely up through the corridor all the way on the right of the map, you could continue up into a room with the letters "YUE", short for GemaYue.
Sadly you can't, so this room is only visible with Cheat Engine or the map editor. Interestingly there are triggers to show layer 2 (which the developer's name is on), so it seems like this Easter egg was actually planned to be viewable in-game at one point without cheats. But it also uses the wrong tileset, so who knows.
There are boss spawns for Cocoa and Rumi in unused rooms outside the playable map.
There's a large amount of unused maps in warp destination above and below where you actually explore. Some of the maps connect, but others don't. A lot of them use different tilesets per room.
Far, far outside the map, there is a health potion in the top left corner of Southern Woodland and some junk blocks.
Hidden Developer Message
The following string is present at .rdata:00A63288:
Nothing to see at here, stop looking inside this exe!\n
Command Line Flags
Although some of these are in the Steam launch menu, the majority of them are only found in Steam forums or by decompiling the exe.
|Argument||What it does|
|-dx9/-dx9e||Use DirectX9 Renderer.|
|-happysaya||Increases the pitch of BGM/SE by 1. This option can be stacked multiple times to continue increasing it.|
|-sadnoah||Decreases the pitch of BGM/SE by 1. This option can be stacked multiple times to continue decreasing it.|
|-monitor0 -monitor1 -monitor2 -monitor3 -monitor4 -monitor5 -monitor6||Pick which monitor to display the game on, if you have multiple monitors. This option is 1-indexed, so monitor0 and monitor1 do the same thing.|
|-softsound||Use software to decode audio. May fix audio issues.|
|-nosound||Completely disable sound.|
|-safemode||Reset all settings.|
|-nopreload||Don't preload any assets.|
|-fullload||Load all assets during startup.|
|-dx0 -4:3 -16:10 -21:9 -70hz -75hz -85hz -100hz -120hz -144hz -165hz -200hz -xaudio2 -fasttexture -16bitcolor -nobilinear||Various unfinished or nonfunctional graphics/sound options. The game is dependent on framerate, so the FPS options just make it run faster. The aspect ratio options 'work' in that they change the rendering area, but the game's window itself is not changed. The end result is a 4:3 rendering area inside a 16:9 window.|
|-nofpslimit||Disable FPS limit. Might fix slowdown on old computers but the game will break if it goes past 60FPS.|
|-simplehud||Shows the simplified HUD from the PlayStation Vita version in the bottom left. Instead of graphics, simple 'pill' shapes are used for HP/MP that fill up with flat colors. The amulet charges are also four flat blue circles.|
|-afd||Joke option. Enemies become very difficult.|
|-bettercontrol||Joke option. Moving left or right becomes delayed.|
|-sayablessing||Joke option. Ribbon sticks to the boss and your shots go in a random direction.|
|-showatkid||Display the attack ID of a boss. For debugging.|
|-debugshowevents||Show the debug tileset. Useful for map making.|
|-nokeyboard||Disable keyboard support. Required to play 4-Player mode with 4 controllers since normally adding a second player maps P1 to keyboard and controller to P2.|
|-moderina & -modribbon||Will load /save/modify/erina_a.png or /save/modify/ribbon_a.png instead of the default sprite. For some reason this conflicts with Steam Workshop mods, so if the file is present in any of them it will load that instead of your custom sprite. More information is in /save/modify/mod_readme.txt.|
|-mirufilter||Turns the screen red. Probably used to test the effect. This effect is normally used during the Miru SP bonus boss.|
|-showfps||Shows the frame rate at the top center of the screen.|
|-netplay||Enable netplay mode. Press F3 under a save point to access netplay menu.|
|-enableMM||Enables "Mirror Mode", flipping the map horizontally. The title screen will also be flipped.|
|-disableMM||Disables forced Mirror Mode if your PC's date is set to April 1st.|
|-autoreload||Unknown. It may have an effect when all files are unpacked, but has no effect when pack.kanobi is used.|
|-randombullets||(Hidden) Joke option added April fools 2021. Enemies shoot a randomly selected bullet type. The bullets are very hard to dodge and deal lots of damage.|
|-bulletkey||Unknown function. Seems to have no apparent effect.|
|-noachiupload||Unknown function, but probably disables obtaining achievements.|
|-oldmusicpause / -oldmusichold||Unknown.|
- Added the Ravine II, fairy boss battle, and Hall of Memory II area. Various music has also been replaced.
- The game can also load custom user-made levels now.
Improvements have been made to user-made levels.
Added three command line flags: -afd, -bettercontrol, -sayablessing. These are joke options, since the update was released on April Fools.
- The game's encryption for pack.kanobi has been changed.
- Steam Workshop support has been added.
- Added a new longjump minigame in System Interior, new DLC exclusive costumes and CGs, and even more special bosses.
- The "TBA" icon in the Exotic Laboratory has been replaced with a new item with a unique jingle, however it has no name and doesn't appear in your inventory. It serves no purpose currently.
- It looks somewhat like a Nintendo Switch cartridge, so it might be related to the Switch version of the game.
Add pictures of the changes.
- Cocoa can now be played in Speedrun Mode if you have the "Before Next Adventure" DLC.
- 5th Anniversary Orchestra DLC can be purchased to unlock the orchestra costume.
- On April 1st Mirror Mode was added, although the version number wasn't changed.