If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto talk:Deltarune/Chapter 1 Demo (2018)

From The Cutting Room Floor
Jump to navigation Jump to search
This is the talk page for Proto:Deltarune/Chapter 1 Demo (2018).
  • Sign and date your posts by typing four tildes (~~~~).
  • Put new text below old text.
  • Indent replies by prefixing with a colon :
  • Add new sections with the 'Add topic' button at the top right.
  • Be polite.
  • Assume good faith.
  • Don't delete discussions.
  • Be familiar with the talk help page.

Xkeeper Message

Admin here. You can use this to view the scripts in the game, as well as see what messages are used where. You can paste in the message keys (e.g. gml_Object_obj_sign etc...) to see what files reference them, though the viewer shows the actual messages and not the keys. (Hover over the messages to see the keys.)

https://mini.xkeeper.net/private/deltarune/

--Xk-sig.png Xkeeper (talk) 03:56, 6 November 2018 (EST)

Waiting

Should we really be making this a full page when it’s very clear that the current release is a free demo, not unlike Undertale’s demo? —AquaBat (talk) 13:09, 1 November 2018 (EDT)

Yeah, no, I don’t think we should either. We should hold off on making a Deltarune page until the full game is released (or, if it is actually going to be released in this episodic format, we should hold off until that is actually made clear). —periaster (talk · contribs) 13:17, 1 November 2018 (EDT)
This has already happened before. Also, I'm an admin and in my official administrator capacity I say it is OK to make this page. Carry on! --Xk-sig.png Xkeeper (talk) 13:49, 1 November 2018 (EDT)

Debug Commands

J+(6 to 9) are boss teleports. However J+6 and J+7 crashes the game (pink room) F set fps max to 60 (should be 58 according to game files) only on OVERWORLD

I can't write a sentence without making a mistake so I'm posting that here -NathaanTFM

Sprite ripping

Are these sprites being ripped properly? They all look like they've been compressed one pixel horizontally and there's a lot of antialiasing/blurring. --Xk-sig.png Xkeeper (talk) 15:45, 2 November 2018 (EDT)

...Oh my god... you're right (it only shows up with a few of the sprites i extracted, but. yeah). I thought that was just part of the original sprites, but yeah, looks like the program that I was using just. Doesn't know how to properly extract some of them. Aughhhhh. I'll, uh. Try to find a replacement, I guess! 😬 --periaster (talk · contribs) 16:00, 2 November 2018 (EDT)
E: on checking it looks like this might be affecting almost (if not) everything. Even the manual images are showing similar issues -- it's extremely noticeable if you zoom in. --Xk-sig.png Xkeeper (talk) 16:24, 2 November 2018 (EDT)
So sorry about that. >.< I'm replacing all of the images with properly-extracted ones. (And, I guess I should probably mention this in case someone else uses it; the program I was using to extract them was "UndertaleModTool". though, to be fair, it did present me with a warning that GMS 2 support was still very much a work-in-progress.) --periaster (talk · contribs) 16:45, 2 November 2018 (EDT)
That's that problem finally fully fixed. Apologies again, --periaster (talk · contribs) 17:59, 2 November 2018 (EDT)


Oh, and this isn't entirely on-topic, but attack[0] is present in the old animation (as attack_old[1]); 'attack' is literally just 'attack_old' with the first frame removed. I used the 'attack' images for both animations because they're identical beyond that missing frame. --periaster (talk · contribs) 16:03, 2 November 2018 (EDT)
OK, so technically all of the frames are the same, there's just one inserted. It wasn't clear, and I don't have the sprite listings in front of me to confirm -- just the decompiled scripts. It might be a good idea to put a link to some resources for the game on the talk page here, speaking of. --Xk-sig.png Xkeeper (talk) 16:20, 2 November 2018 (EDT)
Upon review, I think the current layout is adequate, as it shows what sprite was removed pretty well. --Xk-sig.png Xkeeper (talk) 16:24, 2 November 2018 (EDT)
Yes, I'm sorry for the confusion; my original wording wasn't as clear as I thought it was. Do you think that attackready should be added to the start of the GIFs? --periaster (talk · contribs) 16:45, 2 November 2018 (EDT)
Well, I've.. uploaded the versions with attackready for now, though am open to suggestions --periaster (talk · contribs) 17:59, 2 November 2018 (EDT)

spr_placeholder

spr_placeholder is the default sprite of obj_npc_facing, which.. appears to be an object used for several different NPCs throughout the game? I haven't entirely figured out what the object is for - which is why I've hesitated to add the sprite to the page - but.. the sprite does appear to just be a placeholder to make the object easily-identifiable in the editor (as its sprite is changed to that of a specific NPC after its creation).

If it isn't used, or is used only in a default case of "something went wrong", throw it in. --Xk-sig.png Xkeeper (talk) 01:54, 4 November 2018 (EST)


Also, while I'm here; are the "time" strings in lang_en.json and lang_ja.json worth mentioning? They're two Unix timestamps corresponding to October 30th; the day before the game's release (and 19.5 seconds apart)... are they generated by GMS? --periaster (talk · contribs) 17:10, 3 November 2018 (EDT)

If anything, they might go under "build date" type details like we have for some other things. I don't think they're a GMS artifact as much as maybe a sign of 8-4's localization tools, but as someone who isn't involved with the project I obviously know nothing definite. --Xk-sig.png Xkeeper (talk) 01:54, 4 November 2018 (EST)

Unused failsafe text

There is some unused, likely failsafe text in many of the game's scripts, designed to be shown in the event the script can't find a more appropriate string to print. The original game used silly and obvious error messages, but this one is a little more... well.

Here is a list of them, in no particular order:

  • gml_Object_obj_npc_facing_Other_10: "* Is that a cut on your face^1, or part of your eye?/%"
  • gml_Object_obj_npc_room_Other_10: "* The gash weaves down as if you cry./%"
  • gml_Object_obj_npc_room_animated_Other_10: "* The pain itself is reason why./%"
  • gml_Object_obj_readable_room1_Other_10: "* Suddenly^1, your body seizes up^1.&* What are you looking at?/%"
  • gml_Object_obj_readable_Other_10: "* Can you see me...?/%"
  • gml_Object_obj_interactablesolid_Other_10: "* Can you see me...?/%"
  • gml_Object_obj_npc_sign_Other_10: "* You can't read these symbols...&* Or maybe it's the handwriting./%"
  • gml_Object_obj_treasure_room_Other_10: "* (It won't open.)/%"
  • gml_Script_scr_litemuseb: "* You grasped at nothing./%%"
  • gml_Script_scr_litemdesc: "* Your eyesight became blurry./%"
  • gml_Script_scr_talkroom: "* Your voice echoes aimlessly./%"

Interesting that three of them seem to be part of a poem... --Xk-sig.png Xkeeper (talk) 04:58, 4 November 2018 (EST)

Some other placeholder text:
  • gml_Script_scr_litemdesc: "* Your heartbeat quickened./%"
  • "---" (string literal in gml_Script_scr_iteminfo)
  • gml_Script_scr_itemdesc_oldtype: "* It could not be./%"
  • gml_Script_scr_itemdesc_oldtype: "* An emptiness filled your hands./%"
  • "---" (string literal in gml_Script_scr_itemdesc_b)
(The other text in gml_Script_scr_itemdesc_b and gml_Script_scr_itemdesc_oldtype is also unused, though isn't really "placeholder" per se.)
  • gml_Script_scr_spellinfo: "None"
  • Everything in gml_Object_DEVICE_CHOICE_Create_0
  • All of the text associated with the "G BODY" placeholder enemy.
  • gml_Object_obj_npc_room_animated_Other_10: "* (Nothing.)/%" (i think that's the only place that flag[10] is set?)
  • gml_Object_obj_npc_toriel_Other_10: "* Hello there^1!&* How are you doing on this fine day?/%"
  • gml_Object_obj_bloxer_enemy_Step_0: "ARRGH!!" (obj_bloxer_enemy_slash_Step_0_gml_19_0 should never appear either)
  • gml_Object_obj_dummyenemy_Step_0: "* Skip/%" (two separate instances)
  • gml_Object_obj_dummyenemy_Step_0: "* What?"
  • gml_Object_obj_king_boss_Step_0: "Fall before&the chain&of justice!/%"
  • and a few for if the team name isn't defined:
    • gml_Object_obj_checker_animtest_Step_0: "Guys"
    • gml_Object_obj_savepoint_Other_10: "failing to name your team"
    • gml_Object_obj_susieandlancer_event_Step_0: "Guys"
    • gml_Object_obj_thrashafter_event_Step_0: "Guys"
--periaster (talk · contribs) 07:55, 6 November 2018 (EST)
And some more context-specific ones:
  • gml_Script_scr_text: "* Huh?/%"
  • gml_Script_scr_text: "* Nothing happened./%" (as an aside, the flag for how many eggs are in the fridge is incremented incorrectly, leaving the 'one egg' text unused as well)
  • gml_Script_scr_text: "\E5* Kris...?/%" (this one seems unusual; it looks more like it used to be used, but was removed at some point)
  • gml_Script_scr_text: "* Huh?/%"
  • gml_Script_scr_text: "* Hm^1? What is it now?/%"
  • gml_Script_scr_text: "#Sleep!!!", "#Do not!!!" (unsure about these ones)
  • gml_Script_scr_text: "#Blaze" etc. (not placeholder text. just unused text. with ID #420.) ;)
  • gml_Script_scr_text: "* (You're there.)/%" (i... can't recall whether or not these are used. they might be)
  • gml_Script_scr_text: "* (But nothing happened.)/%"
  • gml_Script_scr_text: "* (The door opened...)/%" (can't recall)
--periaster (talk · contribs) 10:22, 6 November 2018 (EST)
  • gml_Object_obj_ralseienemy_Step_0: "See you&in the&next hell^1,&losers!/%" (this entire object is unused, but... this line would probably have been unused anyway...?)
--periaster (talk · contribs) 11:01, 6 November 2018 (EST)
  • gml_Object_obj_treasure_room_Other_10: "NULL", "NULL2"
  • gml_Object_obj_overworldc_Draw_0: "None", "None"
  • gml_Object_obj_overworldc_Draw_0: "???"
  • gml_Script_scr_gamestart: "Normal" (not sure if this was supposed to be placeholder or not; the 'weaponstyle' variable is completely unused)
--periaster (talk · contribs) 00:00, 8 November 2018 (EST)
The "#Sleep!!!", "#Do not!!!" line is used (please read the below section --periaster (talk · contribs)), added a note for that. Here are a few more:
(with glowshard text)
  • "obj_savepoint_slash_Other_10_gml_33_0": "* For some reason^1, you punished yourself with the spores./", (shown by the second save point if your HP is below 30 --periaster (talk · contribs))
(an extra bit of dialog for equiping the wood blade?)
  • "scr_weaponinfo_slash_scr_weaponinfo_gml_34_0": "... You have a SWORD!?",
All Starwalker stuff:
  • "obj_npc_room_slash_Other_10_gml_505_0": "* I'm the original \\cYStarwalker\\cW /%", (spoken by the original Starwalker in room_forest_starwalker --periaster (talk · contribs))
  • "obj_npc_sign_slash_Other_10_gml_162_0": "* I'm the original \\cYStarwalker\\cW /%", (spoken by the original Starwalker in room_cc_prison2 --periaster (talk · contribs))
  • "obj_readable_room1_slash_Other_10_gml_575_0": "* (Got $40 from Starwalker's ambient luster.)/%", (used if you interact with the new Starwalker in room_forest_starwalker --periaster (talk · contribs))
TrainerX493 (talk) 15:52, 15 November 2018 (EST)
First, unused text for having to many items talking to QC, which you can never get that many items for that to happen (Asgore has no equivalent).
  • "obj_npc_room_slash_Other_10_gml_1172_0": "* ... You know^1, I'd give you a hot chocolate on the house.../",
  • "obj_npc_room_slash_Other_10_gml_1173_0": "* ... But it looks like you've got enough things already./",
  • "obj_npc_room_slash_Other_10_gml_1174_0": "* Take it easy^1, okay^1, hun?/%",
The rest may or may not be used, but I'm unable to find how to brig these up:
room_field2(52)—Field (Lancer sending 3 Hathys at you) - Uses global.flag[501 hathy_battle_outcome]
  • "obj_npc_room_slash_Other_10_gml_48_0": "* S-stop^1!&* I'm still recovering from where you hurt me./",
  • "obj_npc_room_slash_Other_10_gml_49_0": "* Plus^1, I just ate^1, so I'll get a cramp if I fight you so quickly./%",
  • "obj_npc_room_slash_Other_10_gml_53_0": "* Does your castle have a pool^1?&* I wanna know if I should bring my cute swimsuit.../%",
  • "obj_npc_room_slash_Other_10_gml_57_0": "* Felt like I was soaring through the air earlier.../",
  • "obj_npc_room_slash_Other_10_gml_58_0": "* Was that a dream...?/%",
room_field_shop1(59)—Field (In front of first open Shop)
  • "obj_npc_room_slash_Other_10_gml_186_0": "* Are you puzzled by COMBAT^1?&* Wanna know how TP works?/%",
  • "obj_npc_room_slash_Other_10_gml_187_0": "* If you still haven't assembled all the details.../",
  • "obj_npc_room_slash_Other_10_gml_188_0": "* My cohorts to the WEST will gladly help you put the pieces together./%",
room_field_puzzletutorial(60)—Field (Tutorial Fedora-adorned Puzzle Pieces room)
  • "obj_npc_room_slash_Other_10_gml_193_0": "* Your friends can't \\cYACT\\cW alone^1, but they can still help you win peacefully./",
  • "obj_npc_room_slash_Other_10_gml_194_0": "* The \\cGDARK PRINCE\\cW's \\cYPACIFY\\cW spell can remove \\cBTIRED\\cW enemies safely from battle./",
  • "obj_npc_room_slash_Other_10_gml_195_0": "* If nothing else^1, why not try using an \\cYITEM\\cW?/",
  • "obj_npc_room_slash_Other_10_gml_196_0": "* Even if it seems useless^1, the effects may surprise you./%",
  • "obj_npc_room_slash_Other_10_gml_200_0": "* What^1?&* I'm building a ladder here./",
  • "obj_npc_room_slash_Other_10_gml_201_0": "* Today's lesson is..^1.&* \\cRGet out of my way when I'm building a ladder!\\cW /",
  • "obj_npc_room_slash_Other_10_gml_202_0": "* Do you need an \\cRinteractive tutorial\\cW on \\cRleaving me alone\\cW?/%",
  • "obj_npc_room_slash_Other_10_gml_205_0": "* What?/",
  • "obj_npc_room_slash_Other_10_gml_206_0": "* Do you need an \\cRinteractive tutorial\\cW on \\cRleaving me alone\\cW?/%",


  • "obj_npc_room_slash_Other_10_gml_214_0": "* \\cYDEFENDING\\cW will not only temporarily \\cRreduce the damage\\cW you take.../",
  • "obj_npc_room_slash_Other_10_gml_215_0": "* It also lets you focus^1, \\cYrestoring TP\\cW. You need \\cYTP\\cW to \\cRCAST SPELLS\\cW!/",
  • "obj_npc_room_slash_Other_10_gml_216_0": "* So don't be afraid to \\cYDEFEND\\cW^1!&* \\cYDEFEND\\cW and \\cYCAST SPELLS\\cW!/",
  • "obj_npc_room_slash_Other_10_gml_217_0": "* By the way^1, all leftover \\cYTP\\cW will \\cRturn into extra MONEY\\cW after the battle!/%",
  • "obj_npc_room_slash_Other_10_gml_221_0": "* Getting close to \\cYBULLETS\\cW is really exciting^1, isn't it?/",
  • "obj_npc_room_slash_Other_10_gml_222_0": "* You'll \\cRrecover a little\\cW \\cYTP\\cW for each \\cYBULLET\\cW you get close to./",
  • "obj_npc_room_slash_Other_10_gml_223_0": "* Plus^1, \\cRgetting close to bullets\\cW can sometimes end the \\cRenemy's attack faster\\cW./",
  • "obj_npc_room_slash_Other_10_gml_224_0": "* It's quite \\cRdangerous\\cW though^1.&* So no worries if you don't want to try./%",
room_field4(63)—Field (Great board entrance - Below Broken Key Piece) There's no candy tree in this room.
  • "obj_npc_room_slash_Other_10_gml_233_0": "* (It's a candy tree.^1)&* (All the ripe candy has been picked.)/%",
  • "obj_npc_room_slash_Other_10_gml_236_0": "* (It's a candy tree.^1)&* (All the ripe candy has been picked.)/",
  • "obj_npc_room_slash_Other_10_gml_238_0": "* Let's not take any more^1, Kris^1.&* Unripe candy is sour./",
  • "obj_npc_room_slash_Other_10_gml_240_0": "* What^1? Sour^1, sweet^1, meaty^1, bitter..^1. if it's candy^1, it's good!/",
  • "obj_npc_room_slash_Other_10_gml_242_0": "* Well^1, that's accepting of you.../",
  • "obj_npc_room_slash_Other_10_gml_243_0": "\\E9* ... Wait^1, \"meaty?\"/%",
  • "obj_npc_room_slash_Other_10_gml_248_0": "* What kind of candy is meaty?/",
  • "obj_npc_room_slash_Other_10_gml_250_0": "* Y'know^1.&* Whatever it's called^1.&* Uhhh^1, jerky./",
  • "obj_npc_room_slash_Other_10_gml_252_0": "* That's not candy.../",
  • "obj_npc_room_slash_Other_10_gml_254_0": "* Then why is it next to it in the store!?/%",
room_field3(61)—Field (Door room) The forest area doesn't begin till room 73, 75 for the Hathy that tells you the same hint.
  • "obj_npc_sign_slash_Other_10_gml_68_0": "* (Hathy, in case you wanted to make us a birthday gift...)/",
  • "obj_npc_sign_slash_Other_10_gml_69_0": "* (My favorite things are trees^1, boys^1, and sports!)&* (SIGNED^1, CLOVER)/%",
TrainerX493 (talk) 20:26, 18 November 2018 (EST)
  • obj_npc_facing/Other[10]: "* ?/%"
--periaster (talk · contribs) 05:26, 22 November 2018 (EST)
Several unused enemy messages left over from copied obj_placeholderenemy code:
  • obj_placeholderenemy/Step: "A special&scenario&occurred!!/%" (obviously also rendered unused by the fact that it's a placeholder enemy)
  • obj_diamondenemy/Step: "Alright^1,&you convinced&me!!/%"
  • obj_rudinnranger/Step: "Alright^1,&you convinced&me!!/%"
  • obj_susieenemy/Step: "Alright^1,&you convinced&me!!/%"
--periaster (talk · contribs) 09:41, 22 November 2018 (EST)
  • obj_joker/Step: "Alright^1,&you convinced&me!!/%" (see above)
  • scr_spelltext: "* ~1 spared ~2!/%" (identical to the used text)
--periaster (talk · contribs) 13:16, 22 November 2018 (EST)
  • scr_monstersetup: "* The tutorial begins."
--periaster (talk · contribs) 14:21, 22 November 2018 (EST)
  • obj_dummyenemy/Step: "* Ralsei looks on expectedly." (possibly..?)
--periaster (talk · contribs) 15:06, 22 November 2018 (EST)

Discussing the unused text

because I like editing sections

Is the one egg text really unused? If you check the fridge twice, an egg appears in it (without putting your own in); not sure if you get the same result by adding your own, though. The "Sleep!!! DO NOT!!!" might be for post-game starts, since you can skip the pre-dark world segment (but again, not sure, and too lazy to check scripts; a shameful admin). I thought the heartbeat thing might've been used for the hot chocolate, but again, not sure.
One thing is for sure, though, I should probably pester someone to send me an 'updated' decompilation from the mod tool, since apparently the version that generated the ones I have online is old/buggy. --Xk-sig.png Xkeeper (talk) 12:14, 6 November 2018 (EST)
I don't think you can choose whether or not to put your egg in if you have one? (And I hadn't heard about an egg appearing in it if you check twice? According to the code on your site, that shouldn't happen; the flag is never incremented unless you have an egg). If the fridge contains no eggs and you have at least one, it will set the egg counter flag to 1, remove all eggs from your inventory, set the flag to 2 (effectively skipping 1), then tell you you placed one in. I just realised, though, that the flag can be set to 1 if you 'drop' the egg while there are no eggs in the fridge. So, that text is used after all, albeit not all of the times that it should be used.
There is separate text for the NG+ skip choice (ID 402; "Sleep"/"Do not"). ID 403 (which has the second choice with the "!!!"s) is the line of text that shows up immediately after selecting an option in 402. Looking at it again, it doesn't type a "\C", so the choice can never show up; it's definitely unused.
The heartbeat thing is the description of item #0 (which is seemingly a placeholder item? possibly just whatever empty slots in your inventory are filled with..?). The hot chocolate has item ID 1, and the description for it is immediately below the item 0 description. (And the "Your throat tightened" text, which I think is probably what you're thinking of, is the use text for the hot chocolate, located in gml_Script_scr_litemuseb.)
In what way was the decompiler buggy? D: --periaster (talk · contribs) 12:47, 6 November 2018 (EST)
Oh, wait, you were right about the egg thing, sorry; I misread the code. The flag is set to 1 simply by looking inside the fridge while it's empty. If it's empty and you have an egg, then it's also removed from your inventory and the flag is set to 2. --periaster (talk · contribs) 12:54, 6 November 2018 (EST)
Apparently it sometimes duplicates or outputs useless code? I'm not entirely sure -- if you have the game, get UndertaleModTool and use the bulk decompile option. See also reddit comment by one of the people who works on it (?). If the output from the new version is much cleaner, hit me up on Discord with an archive of the new one and I'll reupload my own.
Probably most irritating about it right now is that it does strange things like temp1 = temp2; temp2 = temp1; if (temp2 == x) ... --Xk-sig.png Xkeeper (talk) 13:02, 6 November 2018 (EST)


Maybe is stupid but couldn't we use also the untranslated parts of lang_ja.json to easily locate the unused texts? Of course not all the untranslated parts are unused (like the various name of the game window) and some translations could be still unused but this could be helpful. --Elius (talk) 08:57, 8 November 2018 (EST)

That could potentially be a useful technique for finding additional unused strings, yes - I know that things like the unused item details weren't translated. Like you said though, it's far from a perfect technique, and there is indeed untranslated text that is used and translated text that is unused. --periaster (talk · contribs) 02:18, 13 November 2018 (EST)


How about this thing I found in the section directly following the "obj_ralseienemy_slash_Step_0_gml_580_0" section. Line 5479 of lang_en.json reads as follows:

 "obj_readable_slash_Other_10_gml_2_0": "* Can you see me...?/%",

An example of the trend following this looks like: "obj_readable_room1_slash_Other_10_gml_###_0" The out-of-place question that does not have a room indicator (i.e. "room1") nor does any similar string appear elsewhere. There seems to be no context and no room assignment, so doesn't that qualify it as unused? I have a feeling it's an error-handling message, for like say if the room didn't load... On the game.ios file (line 5176), there is a reference to this line, but very out of context and is prefixed by "nodialogue." I'm sorta new at Undermining for unused things, so please help me. --OPStellar (talk 20:26, 11 November 2018 (EST)

obj_readable_room1_slash_Other_10_gml_11_0 is unused (it's one of the strings that Xkeeper listed above) - it's a placeholder message that'll appear if the game doesn't have another set of messages defined for the room that the object appears in. obj_readable_slash_Other_10_gml_2_0 is also unused, and appears to be another similar placeholder... except for the fact that, like you mentioned, that object doesn't have any other strings. I think the entire object might be unused? It doesn't seem to do much.
Objects like obj_readable_room1, obj_npc_sign, obj_facing, etc. are generic objects used in many different rooms to represent things like NPCs, signs, and other interactable objects. They will display different messages depending on the room that they are in (and sometimes, if there are multiple in the same room, the position within the room), which are defined within the objects' code. They also generally have a failsafe placeholder message (such as the one you mentioned) that will be displayed if there isn't text defined for the room that an object is in.
I would recommend checking out Xkeeper's script viewer – if you search for a string key, you can see where it's referenced in the code (and hence be able to more easily work out whether or not it's used). --periaster (talk · contribs) 02:18, 13 November 2018 (EST)


@TrainerX493; I've left inline comments beside the used lines that you posted, but I just want to elaborate on why exactly scr_weaponinfo_slash_scr_weaponinfo_gml_34_0 is unused (since you don't seem sure).

The strings defined in scr_weaponinfo like "What's this!? A CHOPSTICK?" and "That's yours, Kris..." are shown by Susie and Ralsei when you try to give them a particular weapon (you probably already know that part). That "extra" line that you posted is supposed to replace Susie's text for the Wood Blade if you try to give it to her when you first meet her in the Dark Realm, before she leaves your party for the first time (at the dark castle).

However, there are multiple things that prevent this from happening. Firstly, it is impossible to unequip weapons (without having something else to replace it), and since it is impossible to gain any other weapons for Kris at that point of the game, it is impossible to have the Wood Blade in your inventory (and so you cannot try to give it to Susie). Secondly, there's a typo in the code; the variable wmessage2tempt is set instead of the correct wmessage2temp, so the normal "chopstick" message would be shown anyway.

I probably would never have noticed that had it not been for you posting it here, so thanks, hah. For future reference, though, it's probably best to do some research before assuming that text is unused (..or used). --periaster (talk · contribs) 17:26, 15 November 2018 (EST)

Yeah, before I was only going through the lang_en.json file, but after I've been going though that site finding more stuff, which I'll add later. The one thing I wanted to talk about was the Starwalker text. As far as I'm aware, you can't talk to Starwalker, as it walks off screen when it stops firing at you. The second one is in "room_cc_prison2 (108) — Castle - B1 - Lion jail room with kings", where Starwalker doesn't appear. The preceding unsigned comment was added by TrainerX493 (talk • contribs) 19:11, 15 November 2018‎ (EST)
You are only prevented from moving for as long as the Starwalker is on the screen, and it always walks to the right. If you enter the Starwalker room from the right (and thus dispel it on the left side of the room), it is possible to run to the right, catch up with the Starwalker, and interact with it. And the original Starwalker does appear in room_cc_prison2, but only if you've talked to it in room_forest_starwalker. --periaster (talk · contribs) 19:46, 15 November 2018 (EST)
So I was able to find the Original Starwalker (going left or right works), but I'm still unable to get the message from new Starwalker.
TrainerX493 (talk) 20:26, 18 November 2018 (EST)
I had a look and found this YouTube video, which showcases that easter egg. --periaster (talk · contribs) 01:00, 22 November 2018 (EST)


I know where gml_Script_scr_litemdesc: "* Your eyesight became blurry./%" is used. In the light world inventory, no items have an item ID of 9 or higher. If you were to edit the files in such a way that there IS an item with an ID of 9 or higher in your inventory in the light world, it will have a blank name, but can still be selected. If you use INFO on the item with the incorrect ID number, this text displays. --Effervescent.Daydream (talk) 23:39, 21 November 2018 (EST)

Indeed; it's a placeholder for if the player has an item that isn't defined (see scr_litemdesc); many of the other strings in the above list are similar, for if the value of a particular variable (such as room number, item id, etc.) isn't one of the defined ones. --periaster (talk · contribs) 01:00, 22 November 2018 (EST)


Added everything here to Deltarune/Unused Text! --periaster (talk · contribs) 05:26, 26 November 2018 (EST)

Talk Politics, Gun Control, and Religion

I was looking through the text of the game when I found these next to talk Sports and such. Are these unused? The preceding unsigned comment was added by 357A (talk • contribs) 21:47, 5 November 2018 (EST)

Unused, meant for an old version of the Clover boss fight. --Xk-sig.png Xkeeper (talk) 03:56, 6 November 2018 (EST)

april2012.ogg

Is this unused content? Didn't hear this track in the game. The preceding unsigned comment was added by Fission Power (talk • contribs) 03:35, 6 November 2018 (EST)

That is indeed used, in Clover's birthday party in the Card Castle. --periaster (talk · contribs) 03:52, 6 November 2018 (EST)

Unused items

There are several unused items; here's a list of them:

  • Armor #3: Pink Ribbon (notably similar to armor #4, White Ribbon, though with a different effect)
  • Armor #6: MouseToken
  • Item #5: BrokenCake (key item #3 is used instead, the main difference being that the key item isn't consumable)
  • Item #10: GigaSalad
  • Item #14: FavSandwich / Favwich
  • Weapon #4: EverybodyWeapon (probably for testing; it gives +12 attack, +8 defense, and +8 magic)
  • Weapon #8: Trefoil

There are also a few unused weapon/armor stats; "armorboltstemp", "armorgrazeamttemp", "armorgrazesizetemp" (that one is used by Pink Ribbon), "weaponboltstemp" (1 for all weapons), "weaponstyletemp" ("?" for all weapons), "weapongrazeamttemp", "weapongrazesizetemp". --periaster (talk · contribs) 00:23, 8 November 2018 (EST)

I collected most of the info of the unused items here.
TrainerX493 (talk) 15:52, 15 November 2018 (EST)
I'm not sure whether there are two BrokenCakes items, but BrokenCake item can be obtained at the very beginning of the game if you press A on the Cake destroyed by Susie near the crying cook. It can me then fixed by hammer-man and used as healing item during the game, until now it counting as key unconsumable item.--Cah4e3 (talk) 09:04, 18 November 2018 (EST)
There are two BrokenCake items, yes. When you interact with the cake, you are given key item #3 (which as you said you can later have Malius fix). The unused item is the normal (non-key) item #5, which is a separate item, and which cannot be obtained in-game. --periaster (talk · contribs) 09:16, 18 November 2018 (EST)

"Stub Article" notice at the top

Can we get rid of this? It's quite unnecessary, because this article certainly isn't stubbly anymore. --Kaidigem (talk) 11:19, 12 November 2018 (EST)

Lancer's theme was once available on Toby's website years ago

tobyfox.com/msuics had a lot of songs Toby had made for his friends, which includes an early version of the hotel theme from Undertale, before it got deleted sometime in june-july 2016 --Frying1Pans (talk) 11:38, 12 November 2018 (EST)

I don't believe that Lancer's theme was ever present in that directory; you might be confusing it with "Noisemaster"? The two songs are quite similar, though distinct.
On the topic of msuics, though, a very early version of "THE HOLY" was present there (dated 2015-07-12; it was actually the last track he ever uploaded there). Might be worth putting in a prerelease page.
Oh, also, minor corrections: the site was "tobyfox.net/musics", and it was around until sometime between January and May 2017 (though he stopped uploading things there after July 2015). --periaster (talk · contribs) 02:31, 13 November 2018 (EST)

Unarmed Susie

While doing some research on scr_weaponinfo_slash_scr_weaponinfo_gml_34_0 (see above), I noticed code in gml_Object_obj_heroparent_Create_0 (line 96) and gml_Object_obj_encounterbasic_Step_0 (line 42) that changes some of Susie's battle sprites to spr_susieb_idle_unarmed, spr_susieb_attack_unarmed, and spr_susieb_attackready_unarmed if she doesn't have a weapon equipped. Kris and Ralsei have no equivalent. Additionally, Susie does not have 'unarmed' sprites for: acting, being defeated (ie. unconscious), defending, being hurt, casting a spell, being ready to cast a spell, or winning a battle.

I'm fairly sure these are unused, and given the very limited selection of sprites that have 'unarmed' variants, it seems likely that Susie was originally going to unarmed during either the first Lancer fight (after meeting Ralsei), or during her fight against Lancer in the CC basement. The lack of 'hurt', 'defeat', and 'victory' sprite variations would seem to contradict this, though. --periaster (talk · contribs) 17:42, 15 November 2018 (EST)

Thrash Rating...?

I've been hearing a lot about this unused piece of music known as "Thrash Rating". It's (apparently) unused, but I have seen people saying it's used if it's evil enough for Susie. Which... isn't possible...? It's a rather short piece of music that gets really annoying after a while, so that might be why it was cut(?). --Kaidigem (talk) 20:36, 15 November 2018 (EST)

Yeah, no, thrash_rating definitely isn't used; it's not referenced anywhere in the code (which it would need to be, given that it's an external file). Feel free to add it to the article. --periaster (talk · contribs) 21:00, 15 November 2018 (EST)
Considering the name, I suspect it may have been used for a fight against the thrashing machine you design during that scene in the forest. Because the machine explodes, this fight doesn't happen and would have been rendered unused. That's just a theory though. --Effervescent.Daydream (talk) 23:36, 21 November 2018 (EST)
That's not entirely unlikely; there is an unused enemy named "DoomTank" (the name, stats, and ACT actions of the enemy are defined, though nothing else is). --periaster (talk · contribs) 01:00, 22 November 2018 (EST)

Unused Block Puzzle Failsafe

TrainerX493 recently added 'spr_npc_block_broken' to the 'Unused Graphics' todo list; prompted by this, I did some digging, and it turns out that there's slightly more than just that sprite left unused. Specifically, if flag 212 is set to 2 (which it is not, anywhere in the code), then interacting with one of the blocks will trigger an event. I haven't recreated it in-game, but.. from examining the code: Susie will say the following:

* What!^1?&* The puzzle!?/
\E0* I thought you were on MY side^1, Kris./
\E2* ... wait a sec^1.&* Those boxes...^1!&* I get it!/
* Wait a second^1, Kris!/%

Following this (see con 50 onwards), the screen will fade to black, two broken blocks (obj_npc_room) will be created in particular locations, snd_impact will play, the door will be removed, the original blocks will be deleted, and the screen will fade in again. Susie will then say:

* See^1, I used the box to break in the door^1.&* Easy./%

Following this, the event will conclude as normal, with Susie exiting, and Ralsei congratulating you and exiting. Despite the broken blocks being NPC objects, they cannot be interacted with.

Given the first part of dialogue, I find it likely that this would have occurred if the player managed to somehow softlock the block puzzle; this is impossible with the way that the puzzle is laid out in-game.

Additionally, I noticed another unused line of text, which will be shown when interacting with a pushable block before you start the puzzle (though, of course, the puzzle starts as soon as you enter the room):

* (You haven't decided if you want to do the puzzle yet.)/%

--periaster (talk · contribs) 21:49, 15 November 2018 (EST)

Added to Deltarune/Unused Text. --periaster (talk · contribs) 05:26, 26 November 2018 (EST)

Prerelease Tweets

Toby just tweeted some concept art; figured I'd share it here (presumably it should be placed on Prerelease:Deltarune?). There are also some screenshots of old dialogue posted a few weeks ago. --periaster (talk · contribs) 22:46, 15 November 2018 (EST)

Created the page, and added the concept art to the page. Will add the early text later. --Kaidigem (talk) 14:15, 16 November 2018 (EST)

Text for an unused save point

"scr_roomname_slash_scr_roomname_gml_3_0": "Kris's Room" I spotted this in lang_en.json and it appears to be text for a save point in Kris's Room. However, no such save point exists. --Effervescent.Daydream (talk) 00:16, 22 November 2018 (EST)

Good spot; that is indeed what that string is for. (On the topic of that script, I find it interesting that the "Maze of Death" name is defined in the script itself, instead of using the lang files. I wonder what the reason for that is.) --periaster (talk · contribs) 01:00, 22 November 2018 (EST)
Hard to say at the moment, maybe at some point someone who is much smarter with code stuff then I am can figure that out. ^^; Anyway, should that be added onto the main page, maybe? --Effervescent.Daydream (talk) 01:24, 22 November 2018 (EST)
The save point string? Yeah, that would probably go under "Unused Text" (along with all of the other text that has yet to be added to that section, hah). I've been meaning to expand that section, though have been busy over the past several weeks. Feel free to add the save point string, if you want. ^^ --periaster (talk · contribs) 02:26, 22 November 2018 (EST)
Added! c: --Effervescent.Daydream (talk) 20:21, 22 November 2018 (EST)

Unused Switch Puzzle Hints

I think I found a couple of lines of cut content in Deltarune in the lang_en file

  • "obj_glowtilepuzz_slash_Step_0_gml_110_0": "* Oh my god^1.&* AGAIN?/",
  • "obj_glowtilepuzz_slash_Step_0_gml_111_0": "* WHY is Kris the leader of the party again?/",
  • "obj_glowtilepuzz_slash_Step_0_gml_113_0": "* Susie! K-Kris is doing their best to use [",
  • "obj_glowtilepuzz_slash_Step_0_gml_113_1": "] to RUN!/%",

The game actually doesn't use these lines for the puzzle, it stops at the preceding

  • "obj_glowtilepuzz_slash_Step_0_gml_98_0": "* Hey Kris^1, if you need help with a puzzle.../",
  • "obj_glowtilepuzz_slash_Step_0_gml_99_0": "\E8* Feel free to ask me anytime^1, OK?/",
  • "obj_glowtilepuzz_slash_Step_0_gml_101_0": "* And if you need help from me..^1.&* You're screwed./%"

If you look at the puzzle design (https://i.imgur.com/F1OZTH8.png), there are six blocks, but the actual puzzle itself only activates four of them (3 o'clock, 11 and 1 o'clock, then 11, 3, and 5 o'clock). Since all the blocks are adjacent, running actually makes you fail the puzzle.

I'm guessing that an earlier version of the puzzle used the last two blocks as well, requiring you to run with a three-person party, and it was too difficult to control party members, so it got cut. Gigyas (talk)

Those are unused, yes, good catch. Looking at the code, those lines are supposed to be used if obj_darkcontroller.atalk is set to 1, which can only be done by using the removed TALK menu option (scr_talkroom); I'm not sure that the text being cut had anything to do with the puzzle layout, though the fact that the advice is wrong is interesting (it's possible that it did indeed have a different layout, even if that's not the reason the text is unused). --periaster (talk · contribs) 13:29, 22 November 2018 (EST)
Added to Deltarune/Unused Text! --periaster (talk · contribs) 05:26, 26 November 2018 (EST)

Unarmed Susie's attack animation

Isn't that animation used? I think it is used in the second K.Round fight when Susie throws Ralsei. --VECTORKNICKERS (talk) 06:15, 23 November 2018 (EST)

Ah, indeed it is. Not sure how I missed that. Thank you for pointing that out! --periaster (talk · contribs) 09:18, 23 November 2018 (EST)

Unused skill and effects

In the save file if you change line 167-171 or 221-226 to 1, it will set "Rude Sword" as a skill. It uses TP50%, deals damage 10 times that Attack of the user, uses the unused animation spr_attack_mash1 (spr_attack_mash2 is Susie basic attack), and both the overworld description and text displayed when used is taken from Rude Buster. Next is setting it to 6 will set Duel Heal (5 for Red Buster) both has TP0% to use, and notably Duel Heal has the description of "Heal ALL 30 HP", despite the fact that it's not possible (Heals 4 X Magic). Heal Prayer when used on the overworld will heal 100HP (even if the user is dead). This is normally not possible, because TP is set to 0% at the end of battle.

Somewhat related, is that Bandage description is heal 10 HP, but only heals 1 (Bandage and the Pencils can't be in the inventory anyway, so their descriptions go unused anyway). Finally, Ball of Junk when thrown away actually discards all items and equipment in the inventory in the dark world, but this can't be seen in game as you never return to the dark world to see this.

P.S. Rude Sword was added to the main page while I was typing this, but I'll leave this here anyway. TrainerX493 (talk) 15:37, 24 November 2018 (EST)

Ooh, yeah, looks like Red Buster and Dual Heal are both unused (ACT options are used instead). As for graphics, spr_attack_hit1 is also unused (and is yellow, which doesn't match any character...).
The unused Heal Prayer behaviour is probably worth mentioning under Unused Spells. Not sure where the Bandage info would go; perhaps it should just be mentioned in passing beside the unused text (when it's added). The Ball of Junk behaviour... no idea where to put that (though it is probably worth putting somewhere).
Quite a coincidence that I added Rude Sword as you were writing that, hah. --periaster (talk · contribs) 17:23, 24 November 2018 (EST)
Actually, looking into it, the Red Buster and Dual Heal spells are used (via the ACT options); they're just never actually available as spells (leaving the names and descriptions unused). --periaster (talk · contribs) 17:44, 24 November 2018 (EST)
I'm not sure if adding the ball of junk behavior to the full article is actually a good idea right now. Yes, we never return to the dark world to see that our inventory there is gone yet, but it's important to remember that this is only chapter 1, and we will almost definitely be returning to the dark world after that point in the full game. I think this will likely be seen in more detail in the full release.. --Effervescent.Daydream (talk) 16:27, 25 November 2018 (EST)
Yeah, it'll almost certainly have a noticeable effect in the final game, but imo since this is just a demo, it's fine to include it (since it is unused in the demo). Obviously when the full game is released and a page is created for it, it shouldn't be mentioned there.
The same applies to things like Susie's Light World sprites with her eyes visible – they'll probably be used in the full game, but since they're not used in this game (the demo), they're still included. Keep in mind that this article will probably be moved to Proto:Deltarune once the full game is released (and a new article will be created in its place for Deltarune itself). --periaster (talk · contribs) 16:40, 25 November 2018 (EST)
(Added the Light World weapon/armor names/descriptions to Deltarune/Unused Text.) --periaster (talk · contribs) 05:26, 26 November 2018 (EST)

Unused question in the character creation sequence

This bit of text can be found in gml_Object_DEVICE_CONTACT_Step_0

global.typer = 667
global.msg[0] = \M0 FIRST^3.\M1 ^6 %
global.msg[1] = \M0 %
global.msg[2] = ^2 ARE YOU&PHOTOSENSITIVE? ^6 ^6
self.W = instance_create(80, 50, obj_writer)
self.EVENT = 919

This seems to have been intended to be used while creating your vessel, but, not only does this question never appear, but it's located in an odd place in the code. Instead of being with the other questions, it appears shortly after Kris awakens. Any idea why this is? Thoughts? The preceding unsigned comment was added by Effervescent.Daydream (talk • contribs) 16:57, 25 November 2018 (EST)

Yeah, noticed that a while back (it's in the Unused Text to-do list; it'll be added to the section once I finish writing up everything). Given that it says "first", I'd imagine that it was supposed to appear before the vessel creation. As for why it's after everything else in the code... it might just have been added later? (Probably also worth noting that the EVENT values there are far larger than all of the others, and the EVENTs are... mostly in numerical order.). It's also possible that those EVENTs have been renumbered (and then moved down there for some reason); note that there is a jump from EVENT 10 ("FIRST. YOU MUST CREATE A VESSEL.") to EVENT 16 ("SELECT THE HEAD THAT YOU PREFER."). That gap would be large enough to fit that extra choice into.
But that's just speculation; it's not 100% clear why it is where it is (or why it's not used). --periaster (talk · contribs) 17:43, 25 November 2018 (EST)
(Added to Deltarune/Unused Text!) --periaster (talk · contribs) 05:26, 26 November 2018 (EST)

Blanked and removed objects

There are several unused objects – mostly old event objects – that have clearly had their code blanked (which is understandable, if frustratingly tantalising). Here's a list of the ones I could find:

Blanked objects (the first five are beside each other in the final listing, which probably implies that they were all placed in a single object folder, but which does not necessarily imply that they were originally together, or that they were in this order – they were probably not):

  • 56: obj_lancerguide – An event object. Uses Lancer's left-facing sprite.
  • 57: obj_thrashzone – An event object. Uses Lancer's right-facing sprite. It should probably be fairly obvious what this is. See also DoomTank, thrash_rating.ogg, and obj_thrashafter_event.
  • 58: obj_insultzone – An event object. Uses Lancer's right-facing sprite.
  • 59: obj_preforest_event – An event object. Uses the default "event" editor sprite.
  • 60: obj_candytree_event – An event object. Uses the default "event" editor sprite.
  • 225: obj_dicebul – "Dice bullet"; a bullet object, presumably intended for Pippins. It is specified by several unused bullet patterns; types 6, 7, 8, 11, 12, and 13. The object's sprites have been deleted.

Deleted objects:

  • obj_dicebul_comet – Another "dice" bullet object, used by bullet pattern 10. This one would have travelled downwards from above the SOUL area.
  • obj_simplecontroller – Presumably a simpler battle controller. Used by the unused obj_monster1.

(Obviously this probably isn't all of the objects that were deleted; they're just the ones that are still referenced in the code somewhere.)

I feel like these objects should be mentioned somewhere, though I'm not sure where. Not an "Unused Objects" section, since there are other more substantial ones already covered elsewhere (primarily in Deltarune/Unused Text). In the Notes page, perhaps..? --periaster (talk · contribs) 15:32, 27 November 2018 (EST)

Regarding that odd debug check

I would like to provide a potential explanation for obj_king_body/Step , more specifically keyboard_check(vk_return) which appears to be causing some confusion. I believe that (vk_return) refers to the enter key, also called the return key, and that this checks whether or not the return key is being pressed. --Effervescent.Daydream (talk) 00:59, 15 December 2018 (EST)

Indeed, that is what the check is for; the confusion was regarding the purpose of the code that runs if that check succeeds. Looking at it again, it seems to be for testing the King's attacks.
Upon further review, though... I don't think that object is used at all; it seems to have only existed for testing purposes, and is never created in-game. The code in obj_king_body/Step is probably worth comparing with the used code in obj_king_boss/Other[15]. --periaster (talk · contribs) 17:48, 17 December 2018 (EST)

Survey data is not discarded

I guess this shouldn’t be a surprise to anyone, but the name you give to your vessel during the survey − and most likely all other answers as well − is stored on the save file. This is as of now unused, yet I am willing to bet that it will be used on the full release. The vessel’s name can be found on the second line of every file named “filechN_N” (with N being any single-digit number) at %USERPROFILE%\AppData\Local\DELTARUNE on the Windows version. −rariteh (talk) 15:33, 20 August 2019 (EDT)

Should we remove the Debunked rumors at the bottom of the page?

It's been a bit over 2 years since the game came out. The rumors have died down TMK. It says it would be removed soon, in 2018. I think enough time has passed for it to be removed. The preceding unsigned comment was added by Minefnafer22 (talk • contribs)

Chapter 1 and 2

If Chapter 2 gets its own section, why doesn't Chapter 1? Seems a little counter-intuitive. Personally, I think that they should be part of the same page, as they're part of the same game. Thoughts? --scarletrose03 (talk) 02:27, 20 September 2021 (UTC)

I'd like the main Deltarune page be moved to "Deltarune Chapter 1", and the subpage be moved to "Deltarune [Now-whatever-that-release-is-called]". Then make the Deltarune page a disambiguation page. Since Chapter 1 and Chapter 2 are two different games technically. I opposite the thought of merging the two articles. Before something like that is done I added a disambiguation mbox for now. --WenYuan233336 is dumb (talk) 02:39, 20 September 2021 (UTC)
Both releases are demos. Once the full game eventually releases, we'll need to move what's currently on the main page to a subpage anyway. My vote is to move this now and treat each release the same way we do when multiple prototypes exist of the same game. So, keep the main Deltarune page empty, and have a "Demo" page which links to subpages for "SURVEY_PROGRAM" and "Chapter 1 & 2 Demo". It's not terribly clean for the moment, but it's good for future-proofing. MrMrMANGOMILK (talk) 14:52, 21 September 2021 (UTC)
I was going to follow this and move Chapter 1 Demo to SURVEY_PROGRAM, but I realized that the former name is probably more intuitive to users who aren't familiar with Deltarune. Is this true? I'd like to do that, but I thought I'd ask just in case. --Gmestanley (talk) 18:40, 24 September 2021 (UTC)

Regarding the Trefoil

In the unused weapons section, the article notes that the Trefoil doesn't actually increase the D$ earned by battles by 5%. I didn't test this, however I remember seeing in the code that it's done right after TP is turned into gold. This happens on lines 24 and 25 in "obj_battlecontroller"'s step event. Does it actually not work, or is this an article error? --Nyakorita (talk) 01:08, 24 November 2021 (UTC)

Weaponbolts

In UNDERTALE, the amount of bolts while FIGHTing depends on your currently equipped weapon. The same is assumed for DELTARUNE; however every weapon has weaponbolts set to 1. The article mentions how weaponbolts "would probably have altered the 'bolt speed'", but wouldn't it be more likely that it would probably have altered the amount of bolts? As I said, UNDERTALE does this, and multiple bolts IS programmed into DELTARUNE. It just seems to be unused at the moment (with charbolt[1], charbolt[2] and charbolt[3] always getting set to 1 in obj_attackpress's Create event, unless you don't have the character) So with this in mind, should the page be altered to say weaponbolts would have altered the amount of bolts, instead of the speed? --Nyakorita (talk) 01:20, 24 November 2021 (UTC)

Chapter 1 download

Here. You are welcome. We should put this on the page itself, should we need to put anything else. The preceding unsigned comment was added by Marcus (talk • contribs)

snd_error

snd_error is only referenced twice in the code:

gml_Object_obj_doorX_musfade_Alarm_2 (where it switches rooms) plays it if x < 1300 in room_cc_1f (where this object is at the lift so this will never happen in game)

gml_Object_obj_choicer_neo_Other_4 (RoomStart event) a choicer shouldnt exist when the room starts so this will never happen ingame

so it can probably be added to the main page --AbsoluteSpacehead (talk) 19:28, 24 April 2022 (UTC)