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传说之下

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This page is a translated version of the page Undertale and the translation is 31% complete.
Outdated translations are marked like this.
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标题画面

传说之下

开发者: Toby Fox
平台: Windows, Mac OS X, Linux, PlayStation 4, PlayStation Vita, Nintendo Switch, Xbox Series X
于全球发布日期: September 15, 2015 (Windows, macOS), July 17, 2016 (Linux), August 15, 2017 (PlayStation 4, PlayStation Vita), September 18, 2018 (Nintendo Switch), March 16, 2021 (Xbox Series X/S)


AreasIcon.png 本游戏有未使用的区域。
DevMessageIcon.png 本游戏有隐藏的开发者信息。
GraphicsIcon.png 本游戏有未使用的图像。
ItemsIcon.png 本游戏有未使用的道具。
MusicIcon.png 本游戏有未使用的音乐。
SoundIcon.png 本游戏有未使用的音效。
TextIcon.png 本游戏有未使用的文本。
DebugIcon.png 本游戏有调试功能。
SoundtestIcon.png 本游戏有隐藏的音效测试画面。
RegionIcon.png 本游戏有区域版本间的差异。
Carts.png 本游戏有编译版本间的差异。


ProtoIcon.png 本游戏有工程版页面
PrereleaseIcon.png 本游戏有预览资料页面

你在干什么?

在寻找秘密吗?

不要趟你不该趟的浑水。

或者你会学到你不想学到的教训...

Hee hee hee.

藏在 Undertale 主页 HTML 代码。

UNDERTALE 是一款没有人必须死的独立 RPG。受 EarthBoundYume NikkiCave Story 诸如此类游戏的启发,它因有趣的角色设计、相互联系的音乐和对标准 RPG 梗的曲折而备受赞扬。传说之下有着忠诚的粉丝,曾有好一段时间内这是款不得不玩的游戏。

Hmmm...
To do:
  • 待办清单
  • 还有很多版本变更待列出
  • 很多 RG 04 或 03 的文本发生了变化 (应该被 RG 01/02 对话文本替换),待确认。
  • 如果你在与 RG01/02 战斗之前给 Undyne 打电话,会有新的对话文本出现。
  • 将本页拆分为子页面。
  • 添加 Switch 版本的版本差异。
  • 添加 Xbox 版本的版本差异(与其可能的对未使用文本的使用)。

子页面

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes (untranslated)
Undertale toby dog.gif
调试模式
可惜的是,这个模式下没有“虫”可以抓。
Undertale-unused spell sprite 2.png
Unused Graphics
这个游戏里的狗太多了,居然还有未使用的狗!
Undertale room tundra rollsnow.png
Unused Rooms
从装着糖果的基座,到健谈的 NPC。
Undertale-spr wordfall4 0.png
Unused Text
我从来没有 BEPIS 过。

开发者的信息

"不要把图像拷出来"警告

1.00版本

...and don't even get us STARTED on uploading audio tracks to BrawlCustomMusic!

原文 翻译
Please don't upload these huge sprite sheets online. 
Just 'cause most weird things here ARE used, I'd rather them be seen in context first. 
wait like a year 1st...
if you're just ripping normally seen sprites for spriter's resource or smth idc if you use these 2 make it easier tho
请不要把这些巨大的贴图表上传到网上。
因为这里面大多数奇怪的东西已经被使用了,我只是更想在游戏中让它们被先看到(而不是网上)
等上大概一年吧...
如果你只是为了Spriter's Resource抓取一些常见的贴图或者别的什么的话倒没关系,有贴图表会简单些

abc_1111 包含了一个写给拆包者的话, 特别是给那些来自Spriter's Resource的人,让他们在一年之后再把完整的精灵表上传到网上。

使用Game Maker制作的游戏,比如Undertale,会将所有的精灵储存在一张巨大的PNG格式精灵表上面,而不是将每一个精灵或角色作为单独的文件储存。所以如果有人想要上传精灵表的话,最简单的方法就是上传所有的表格...这会将所有含有剧透的精灵也留在同一张表上。

选择这个奇怪的文件名称的目的是为了让它出现在以字母顺序排列的文件列表的最上面,并且让它看上去更...显眼,这么做并没有起到效果,因为文件列表只有在使用外部程序将精灵分隔成字符串时才能看见。Oops。这张图片在随后的版本中被替换了。

1.001版本

I don't like the b-bepis either!! I-i swear!

 
you know what i
    HATE?
</div>

that's
       bepis

THE TASTE
   the smell
      the texture

hey...
      your
          drooling...
翻译
 
你知道我
    '''讨厌什么吗?'''

那个
       bepis

'''那味道'''
   那气味
      那纹理

喂...
      你在
          流口水...

版本1.001将之前不要上传的请求替换成了这个关于“bepis”的非常模糊且色情的短笺,“bepis”引用自一个EarthBound中来自Moonside讨厌玩家喜欢的食物的人。Toby Fox是"EarthBound"的粉丝,而Undertale从那部游戏中获得了很多的灵感。“Bepis”是“Pepsi”的一个愚蠢的错误拼写,同时也是开发者觉得很蠢的一个词。

这些文本没有任何实际的含义,并且它可以被视为允许发布精灵表格的许可,因为它替换了先前的请求,并且可以在这封郁郁寡欢的邮件中看出来。

“不要剧透游戏!”警告

abc_123_a.ogg

你好。请-请-请-请-保持一些尊重并不要剧透游戏。因为像你这样爱管闲事的人,在当今不可能保有秘密。请让这一切都成为我们两人之间的秘密。如果你把它发到网上,我将不会制作任何秘密。没人会为此留下印象。这将会是你的错!嘻嘻嘻嘻嘻嘻嘻嘻嘻嘻嘻。

这是一则由八个不同的语音转文字语音组成的音频文件,告诉人们不要把游戏中的秘密发布到网络上。脑子正常的谁会那样做——等一下...

选择这个奇怪的文件名称的目的是为了让它出现在以字母顺序排列的文件列表的最上面,并且让它看上去更显眼。游戏文件夹中其他所有OGG格式的音乐和音效都以“mus_”或“snd_”作为前缀。

该文件在 v1.001 更新中被更新,更新后的版本移除了几乎所有原始音频文件中的内容。

Toby Fox的消息

Hmmm...
To do:
Changes to this post-1.001.
Part of this game's charm is the mystery of how many options or secrets there are. If you are reading this, please don't post this message or this information anywhere. Or doing secrets will become pointless.
By the way, most of the seemingly unused text/files are used.
If you can find the in-game context for an asset, you can show it off. But if you can't, it probably means you haven't looked hard enough. Anything truly unused I'll probably post myself, later.
Living in a world like this, where people can simply cheat out the answers from the code... your impatience has REALLY damaged you, hasn't it?

翻译

这个游戏的魅力的一部分就是其中的选项和秘密。如果你正在读这个,请不要把这则消息或着信息发布到任何地方。否则制作秘密将变得毫无意义。
顺带一提,大多数看上去没有使用的文本/文件实际上都被用过了。
如果你研究出了一个资源在游戏中的用途的话,你可以将把它展示出来。但是如果你不能的话,可能意味着你找的不够努力。真正没有使用的东西我可能会在以后自己发布。
在人们可以轻易地从代码中作弊得到答案的世界生活...你的不耐烦给你带来了很大的伤害,不是吗?

这则通告被放置在 attention_hackerz_no_2 脚本中,其将这四个字符串分别设入 demonx, demony, demonz 和 demond 变量。 很显然,这个脚本是用来警告破解者们的。因脚本的名称,这些消息被放入了内部字符串列表的开头,这进一步增加了该通告被阅读的机会。

然而,在1.001版本,它被替换为:

Greetings.
You have made yourself completely clear.
Understood.
I, your humble servant, will follow you to the utmost...

翻译

你好。
你已经表达的很清楚了。
了解了。
我,您卑微的仆人,将追随您至死不渝...

这些变量也被重命名为demona, demonb, demonc 和 demond。奇怪的是,1.00版的消息的第一行以及与其关联的变量仍然存在,但是被移入了 scr_namingscreen_check(处理特殊名称的脚本)。

未使用的音乐

mus_kingdescription

玩家死亡后播放的音乐 “Determination” 的更高级版本。根据文件名,它最有可能用于一个与 Asgore 有联系的场景。

mus_dance_of_dog

这种时髦新潮的节奏仅会在你位于“跳舞”的狗错误房间("dancing" error dog room)的时候播放。乱搞你的存档文件最容易触发这个错误房间。

mus_sigh_of_dog

这种不太时髦新潮的节奏仅会在你位于睡觉的狗错误房间(sleeping error dog room)的时候播放。乱搞你的存档文件最容易触发这个错误房间。

mus_star

使用了来自Star Fox中的乐器的歌曲。游戏中还使用了来自游戏Mario PaintFinal Fantasy VIChrono Trigger, Mega Man X,和EarthBound中的乐器,所以这个音乐不会违和。

According to Toby Fox, this song was intended to play when Madjick's magic orbs turn into healing hearts. However, this proved too difficult to implement because the Core's background music continues into monster battles, so it was scrapped.

(Source: Toby Fox)

mus_f_part3

另一个Flowey的头目战音乐的变奏。 0:20开始的部分被用于场景转换(然而,一个听上去属于那个部分的音效被播放,而不是这个音轨),尽管在正常游玩中,开头的部分是无法听到的。

mus_f_finale_1

“Finale”未被使用的第一部分。这则音频从未被播放,而mus_f_finale_1_l取代了它。它只是Finale第一部分更为简短的版本,很有可能被设计成当玩家在精污花boss战的第二阶段死亡之后重启游戏时播放。

mus_piano

当你在Undertale demo版中立线结尾中杀掉Toriel后,该音乐将会在结尾播放,并作为配乐中最后一首曲目(标题是“Good Night”)出现,但是该歌曲在最终游戏中并没有被使用。

mus_ruinspiano

曲目 “Ruins” 的一个缓慢且庄严的钢琴版。这是“An Ending”第一部分的慢放版本。

mus_birdsong's Hidden Loop

mus_birdsong在当小鸟载着你穿越Waterfall的间隙时播放。然而,这则音乐只会在它淡出之前循环一次。该文件可以被正常循环播放,但是在正常游玩中音乐末尾的一部分被截掉了。

未使用的音频

mus_sfx_a_swipe

一个声音(可能来自Mettaton)发出哼的声音。

mus_sfx_ahh

Flowey说“ahh”的声音。

mus_sfx_voice_triple

Flowey说“三个”(triple)的声音。

mus_silence

Audio file that's, obviously, silence.

snd_curtgunshot

A generic gunshot sound.

mus_f_wind1

An unused longer loop of mus_f_wind2.

mus_f_newlaugh_low

An unused lower pitch variant of mus_f_newlaugh.

mus_woofenstein

An unused longer loop of mus_woofenstein_loop.

Removed Sounds

obj_rainbowbolt_realgen references a sound with the file path music/sfx/sfx_menu_error.ogg, which doesn't exist and is never played by the object anyway.

(Source: Original TCRF research)

标题界面菜单

Wait, we're categorizing this now?

在标题画面按 5 次 ShiftX 来触发这个画面。 “Activity Level A” 会在达成 NE(普通结局)后显示。 “Activity Level B” 会在达成 PE(和平结局)后显示。 “Activity Level C” 会在你与 Sans 战斗 2 次或杀死他之后显示。 如果以上条件都不符合,则会显示“No Information”。 在这个界面里输入 BALL 会播放一个声音。

未使用的战斗

RG03和RG04

ACTions

   * Check         * Whisper
   * Touch Glove


   * Error

At the very end of the ACT menu strings is this yet again generic error message, a placeholder for the ACT options of the fight against Asriel's true form.

RG03 and RG04

在游戏文件中的战斗ID 76,为另外两名皇家守卫RG03和RG04设置了一场完整的战斗。Undyue曾经在一段关于在某些日子撤换RG01和RG02的电话交谈中提及RG03和RG04。Despite this, they were actually cut simply because there wasn't any place they could naturally be put in, according to the artbook.

Their battle revolves around them being old friends who had a falling out, and the Pacifist solution is to get them to make up. The guards themselves are slightly incomplete, both using Aaron's defeated sprite as a placeholder, along with not having unique bullet graphics and unique bullet patterns for ACTing, unlike 01 and 02.

Gaster

Gaster has a complete set of stats in the code, all ridiculously high (to the point an enemy given these stats is borderline impossible to damage and getting hit insta-kills Frisk) and consisting only of numerous 6s. They are as follows:

   HP: 666666 
   AT: 66666         DF: 66666
  EXP: -6666       GOLD: -6666

Other Unused Encounters

ID Enemy 0 Enemy 1 Enemy 2 Encounter message (EN) Encounter message (JP) Notes
1 TestFroggit TestFroggit TestFroggit
* TestMonster and its cohorts
draw near!
(N/A) Appears in TESTROOM.
14 Vegetoid Loox
* Vegetoid and Loox attacked!
* ベジトイドと ルークスが
  おそってきた!
31 Chilldrake Chilldrake
* Chilldrakes flutter forth!
* いきがりバードが
  パタパタとんできた!
33 Icecap Snowdrake
* Icecap and Snowdrake
  pose like bad guys.
* ヒョー坊と オワライチョウは
  ワルっぽいポーズをとった。
33 Icecap Chilldrake
* Icecap and Chilldrake
  pose like bad guys.
* ヒョー坊と いきがりバードは
  ワルっぽいポーズをとった。
Alternate version of the previous encounter for if Snowdrake has been killed.
34 Jerry
* Jerry clings to you!
* ジェリーに つきまとわれている!
46 (Old) Aaron Woshua
* You shouldn't read this.
* これは よまないで。
The battle encounter that involves Aaron and Woshua being freaked out by Napstablook's music is not supposed to show its flavor text.
61 Final Froggit
* Final Froggit was already there, waiting for you.
* ファイナル・フロギーが
  まちかまえていた。
The encounter message is incorrectly formatted if spawned in-game, with the comma appearing on its own line.
63 Whimsalot
* Whimsalot rushed in!
* ナキムシャが かけつけた!
69 Bomb
* Defuse the bomb!
* ばくだんを かいじょしろ!
This Bomb is a unique unused enemy that lacks a time limit but otherwise behaves like the used dog-Bomb.
79 Vulkin Vulkin
* A strange parade blocks the
  path.
* きみょうな しゅうだんに
  ゆくてを ふさがれた。
127 Whimsalot Parsnik
* Whimsalot and Parsnik appeared.
* ナキムシャと パースニックが
  あらわれた。
131 Parsnik Astigmatism
* Not only potatoes have eyes.
* “め”に どくが あるのは
  ジャガイモだけじゃない。
133 Astigmatism Migospel Moldessa
* Looks like a real party.
* これぞ まさに “パーティ”だ。"
134 Whimsalot Parsnik Moldessa
* Party from Hell.
* じごくの “パーティ”だ。"
141 Mad Mew Mew
* Mad Mew Mew blocks the way!
* ぷんすかみゅうみゅうに
  ゆくてを ふさがれた!
256 Asriel
* ASRIEL's SOUL was awakened
  by the power of your
  friends!
* なかまの ちからで
  アズリエルのタマシイが
  めをさました!
256 Asriel
* It's time to say goodbye.
* これで おわかれだ。

Unused Attacks

Sans

Hmmm...
To do:
Double check these.


Sans' battle has some unused attacks. They, along with used attacks, are handled in the obj_sansb_body object.

Vertical Platforms - The attack is handled by obj_vplatgen. It has bones along the bottom, with platforms randomly placed and scaled scrolling from top to bottom. Some platforms wave from left to right slightly as well. To dodge, you are to stay on the platforms and not fall to the bottom into the bones. There are 3 variantions to this attack, controlled by obj_vplatgen's (0-indexed) type variable, type 1 to type 2 are simply sped up versions of type 0. Type 2 is directly accessible as attack type (variable a_type) 9 in obj_sansb_body. There's also a unused 6th Alarm event to the generator objects, which spawns randomly positioned bones in the middle of the screen to dodge every 50 frames. Because the platforms are randomly generated in size and position, it can be impossible to avoid getting hit.

Vertical and Horizontal Bones - Fixed bullet patterns with bones coming from positions vertically and horizontally. To dodge, you must maneuver around the bones. Accessible as attack type 10 in obj_sansb_body. There also exists a variantion, accessible as attack type 11 in obj_sansb_body, which is faster and has a different pattern. There is also a "hell" variantion of the first kind of the attack, accessible by setting the hell variable in obj_sansb_body to true, which is harder.

Random Gaster Blasters Variant - The sprites for the blasters are squished to be thin, much like one of the final version's variants, although this time the blasters spawn and shoot faster. This can be seen if a obj_gasterbl_gen is spwaned with type 0, which is not utilized by any coded attack in obj_sansb_body.

Final Attacks Variants - There is also "hell" variants of some of the final attacks. The attack where you have to short hop in between a gap in bones (attack type 1) and the one where you hop over a small white bone with a long blue one right after (attack type 3) is faster when the hell variable in obj_sansb_body is set to true. The platforming attack with bones and platforms scrolling across the screen horizontally has a variant where the platforms scroll slower, which is type 0 of obj_3platgen.

Worth to note that there exists an unused pitch for Megalovania in the code, which is also demonstrated in the video in result of the usage of the skip debug variable. Here's the related code, in the Create event of obj_sansb:

if (skip == true)
{
    con = -1
    with (mypart1)
        bounce = 1
    obj_borderparent.visible = true
    global.msg[0] = scr_gettext("obj_sansb_90") // * Skipped ahead.
    global.mnfight = 3
    global.myfight = 0
    global.faceemotion = 0
    normalfight = 1
    obj_heart.visible = true
    global.flag[271] = 1
    caster_loop(global.batmusic, 0.95, 0.95) // <-- here
}
(Source: Lil'Alien)

Mettaton EX

The Mettaton EX battle has some unused attacks. These can be seen if obj_mettattackgen is spawned with the respective attack types set in a global variable called global.attacktype.

Hmmm...
To do:
Explain better

Attack type 1 - Columns of boxes

Attack type 2 - Columns of boxes weaving from left to right

Attack type 3 - Some arms weaving from left to right?

Attack type 4 - Literally just legs

Attack type 5 - Activated legs weaving from left to right

Attack type 6 - Boxes and bombs scattered everywhere

Attack type 7 - Boxes and bombs scattered everywhere, but faster

Attack type 8 - Tightened bullet board, bombs appear from left and right

Attack type 9 - Less tightened bullet board, bombs appear from left, center and right

Attack type 10 - Columns of boxes and bombs approaching fast. The pattern is replayed after a while

Attack type 11 - Columns of blocks that go upwards when shot

Attack type 12 - Columns of blocks that go upwards when shot, plus sparkle bullets which only appear in the Alphys Lost Soul fight in the final game

Attack type 13 - A lot of mini Mettatons throwing hearts

Attack type 14 - Another lot of mini Mettatons throwing hearts

Attack type 15 - Mini Mettatons throwing sparkles

Attack type 16 - Mini Mettatons throwing sparkles again

Attack type 50 - Some arms with moving yellow block?

Attack type 51 - Fast disco ball

Attack type 52 - Boxes and bombs scattered everywhere, again; also kinda fast

Attack type 55 - Yet again, literally just legs

(Source: Lil'Alien)

存档错误房间

游戏中有两个出现烦人狗的房间。他们被用作某种“错误处理”以防游戏出现问题,比如尝试加载损坏的存档文件,或者通过修改存档进入无效或无法进入的房间。

歌曲“mus_dance_of_dog”以随机的音高被用于其中一个错误处理屏幕(左边的那个)。另外一首歌则是“mus_sigh_of_dog”

未使用的物品

ID 名称 简称 严格名称 描述 使用文字
2 槌球棍 CroqtRoll CroqtRoll 治疗15HP

用木槌做的传统油炸面团。

你把槌球棍打进自己的嘴巴。
5 石糖 RockCandy RockCandy 治疗1HP

这是在家制作这个东西的配方:

You hit the Croquet Roll into your mouth.

Serious Mode:

You ate the Croquet Roll.

5 Rock Candy RockCandy RockCandy Heals 1 HP

Here is a recipe to make this at home:

1.找到一块石头

你吃了石糖。
6 南瓜圈 PunkRings PmknRings 回复8HP

一个小小的南瓜,煮的像洋葱圈一样。

你吃了南瓜圈。
8 无泪洋葱 StocOnion Onion 回复5HP

就算生吃它,也不会流泪。

你吃了无泪洋葱。你没有流泪……
9 鬼果 GhostFrut GhstFruit 回复16HP

一旦吃了,将永世不得超生。

你吃了鬼果。
18 狗头冰激凌 PDIceCram Ice Cream "狗头冰淇淋"

回复28HP。 由年轻的小狗制成

Normal:

You ate the Stoic Onion. You didn't cry...

Serious Mode:

You ate the Stoic Onion.

9 Ghost Fruit GhostFrut GhstFruit Heals 16 HP

If eaten, it will never pass to the other side.

You ate the Ghost Fruit.
18 Puppydough Icecream PDIceCram Ice Cream "Puppydough Icecream"

Heals 28 HP. Made by young pups.

'注意:这个物品的名称过长导致无法在使用次元盒时正常显示

嗯嗯!尝起来像小狗。


(Source: rawr.ws)

Unused Item Drop

In the internal monster setup code, there are mentions of item rewards and the chance for an item to drop. This never happens within the game, leaving these global variables unused: itemrewardid and itemrewardchance. Below is an example of the variables in the code.

global.monstername[myself] = scr_gettext("monstername_3") // monstername_3 = "Froggit"
global.monstermaxhp[myself] = 20
global.monsterhp[myself] = 20
global.monsteratk[myself] = 4
global.monsterdef[myself] = 1
global.xpreward[myself] = 10
global.goldreward[myself] = 20
global.itemrewardid = 1
global.itemrewardchance = 50

Old Toriel Dusting Data

scr_getvapordata contains a piece of ASCII pixel art of Toriel's death sprite, spr_torielboss_kneelsmile2, (mostly) composed of 0s (representing black) and 1s (representing white). Along with other data contained in the script, this was meant to be interpreted by an old version of the game's sprite duster, obj_vaporized, which produces dust particles according to it; the final game instead uses obj_vaporized_new like all monsters other than Undyne and Glad Dummy. (The following representation of the data cuts it to lines with 72 characters each, which is half of 144, the original sprite's width.)

000000000000000000000000000110000000000000110000000000000000000000000000
000000000000000000000000001100000000000000011000000000000000000000000000
000000000000000000000000001110111111111110111000000000000000000000000000
000000000000000000000000110001111111111111000110000000000000000000000000
000000000000000000000011111111111111111111111111100000000000000000000000
000000000000000000000111101111110111110111111011110000000000000000000000
000000000000000000000111101111111111111111111011110000000000000000000000
000000000000000000001111101101110111110111011011111000000000000000000000
000000000000000000001111100111000111110001110011111000000000000000000000
000000000000000000001111100111111111111111110011111000000000000000000000
000000000000000000001111110011111011101111100111111000000000000000000000
000000000000000000000111110001111111111111000111110000000000000000000000
000000000000001111000111111000110100010110001111110000000000000000000000
000000000000111110001011111000001111111000001111101000000000000000000000
000000000000111100001000000000000000000000000000001000100000000000000000
000000000001111100001000000110000011100011110000001000111000000000000000
000000000011111110000000000001110010010111100000001000111100000000000000
000000000011111111111111110111000111000000000000010100111110000000000000
000000000111111111111111111011111111100000000000100100011111000000000000
000000000111111111111111111100111111100100000001000100011111100000000000
000000000111111111111111111110011100001110000010000100011111110000000000
000000000011111000000000000111000000000000000100000100011111111000000000
000000000011110010000001111000000011100000001000011000011111111000000000
000000000000100100000000000110000000000000100011100110001111111100000000
000000000000000100000000000000100000000010001110010010001111111110000000
000000000000001000000000000000000011110000111101000001000111111110000000
000000000000001000000000000000110000000111111000000001000111111111000000
000000000000001000000000000001111000111111000000000001000111111111100000
000000000000010000000000000011000011000000000000000000100111111111100000
000000000000010000000000000100000000000000000000000000100111111111110000
000000000000010000000000000000000000000000000000000000100111111111110000
000000000000010000000000000000000000000000000000000000100111111111111000
000000000000010000000001111000000000000000000000000000100111111111111000
000000000000001000000000000000110000000000000000000000100111111111111000
000000000000000111111111111100000000000000000000000001001001111100011100
000000000000011111111111111111110100000000000000000010000111111111100110
000000000000011011101110000000000000111111111111000000011100011101101100
000000000000000000000000000000000000000000000000000000000000000000000000
2
(Source: Original TCRF research)

Obscured Assets

Snowdin Building Mockups

Placeholder Snowed Inn Lobby

Hidden under the image for the Snowed Inn lobby is a mockup of the rooms layout made of the Snowdin tiles.

Undertale room tundra inn placeholder.png

Placeholder Snowed Inn Rooms

Like the lobby, there is a placeholder layout for the rooms in Snowed Inn, featuring some not so comfortable beds...

Undertale room tundra inn 2f early.png

Placeholder Librarby Inside

A mockup of the inside of Snowdin's Librarby, being made of snow and bits of trees.

Undertale room tundra library placeholder.png

Early MTT Hotel Outside

Hidden under the MTT Hotel outside image in the respective room (room_fire_hotelfront_2) is an early version of the hotels outside, being made up of tiles instead of being one image. The ground tiles are placeholders, using the ice cave ground, a tile that was used as a placeholder throughout the entirety of Hotland.

Undertale room fire hotelfront 2 early.png

Early CORE Entrance

Hmmm...
To do:
Relocate this somewhere, this doesn't seem to fit here.

Undertale room fire precore hidden area.png

Hidden in the right side of the room for CORE's entrance (room_fire_precore) is what seems to be a placeholder version of the entrance, made of Hotland assets. Yes, the background (should) loop like that in the game.

(Source: Underminers Discord)

轶事

烦人狗的售价

烦人狗可以卖到999G,在讲价后可以卖到1251G(游戏中最高的物品售价!),但将烦人狗带出生成它的房间后就会消失,所以永远不可能在正常游玩中看到这点。

Mettaton的家

Mettaton的床,上方的墙和电视都有碰撞实体,但是在游戏中不可能到达房间的那个部分。

Death By Glamour Speed

Mettaton EX's battle theme, Death By Glamour, is played at 0.95x speed after the pre-battle intro cutscene, but plays at 0.97x speed instead if Mettaton's dialogue is skipped; this is the value set in scr_battlegroup, the script that defines all of the encounters in the game. The version in the OST plays at full 1x speed, matching neither of these.

Inu Slots Coin Donation Saving

When you save in the Xbox One version, the game stores the value of flag 299 (the amount of coins you donated to the casino Dog Shrine) to global.xbox_coins_donated, then writes the latter into the save file. When you load, the number is read into the latter, and only to the latter for some utterly baffling reason. What's more, the global variable doesn't appear to be used otherwise.

(Source: Original TCRF research)

Toy Knife Room Name

The room in the Ruins where the Toy Knife can be found is internally called room_ruins18OLD. This is the only instance of a room labelled as old being used, and there's no non-old version of the room.

Internal Sound File Names

Hmmm...
To do:
Make the explanation simpler.

There are alternate file names for some sounds and music in the game's code, in the format music/*.ogg, from the phase of development where the game used GameMaker 8 and played external sounds and music through an extension. When the game was migrated to use GameMaker: Studio, it was changed to use GameMaker's native sound system for that instead. So to not change already existing code using the sound extension, compatibility scripts were made, one being caster_load, which converts the filenames that were originally used to pointers to GameMaker sounds by calling scr_getmusindex.

(Source: Original TCRF research)

Music/Sound Metadata

As with the demo, music/sound files have some metadata. The ENCODER field seems to be always overwritten by GameMaker: Studio, but there's still some information from FL Studio's LAME encoder.

(all OGG files, v1.08)
Name Content
encoder Lavc56.12.101 libvorbis
(all OGG files, v1.11)
Name Content
encoder Lavc libvorbis
(all WAV files, v1.08)
Name Content
ISFT Lavf56.14.100
abc_123_a.ogg (v1.001+)
Name Content
encoded_by LAME in FL Studio 10
TBPM 140
date 2016
snd_ballchime.ogg
Name Content
encoded_by LAME in FL Studio 10
TBPM 251
date 2015
mus_computer.ogg
Name Content
SOFTWARE FL Studio 10
mus_wrongworld.ogg ("Wrong Enemy ?!")
Name Content
encoded_by LAME in FL Studio 10
TBPM 224
date 2015
mus_mysteriousroom2.ogg ("Premonition")
Name Content
ENCODED BY LAME in FL Studio 10
BPM (BEATS PER MINUTE) 115
DATE 2014
mus_express_myself.ogg ("Last Goodbye")
Name Content
encoded_by LAME in FL Studio 10
TBPM 180
date 2015
snd_hit, snd_victor
Name Content
IART Don Ralke; Sherman Bros.
ICRD 1972
INAM Snoopy, Come Home
snd_spearappear
Name Content
ICRD 2013
snd_wrongvictory
Name Content
ICRD 2014

The "Snoopy, Come Home" metadata refers to the fact that both snd_hit and snd_victor are sampled from the song "Snoopy, Come Home" from the eponymous soundtrack, which Toby seemingly took from an online rip of the original vinyl without changing the metadata.


(Source: Original TCRF research)

开发者的疏忽

Mettaton EX战斗论文

在与Mettaton EX的战斗中,有一个“论文”问题环节,你可以输入文字并让他评价。不幸的是,除非按住Ctrl键,输入“x”或者“z”将会结束论文,这导致一些单词(在大部分游玩中)无法打出来。PS4、PS Vita及Nintendo Switch版本的游戏中没有这个疏忽,因为它们使用屏幕键盘。

以下单词无法被触发:

  • sexy(性感的)
  • foxy(狡猾的)
  • tantaliz (挑逗,包括“挑逗”tantalizing和“挑人的”tantalize)

为坠落的人类命名

在PS4和PS Vita版本的游戏中,输入名称“Gaster”将会导致游戏崩溃,而不是预计的重启游戏。

(Source: Twitter)