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Deltarune

From The Cutting Room Floor
Revision as of 17:48, 1 November 2018 by Xkeeper (talk | contribs) (Adding a "game in development" tag, though this is probably the final version of this particular release.)
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So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
<Sanky> please suggest an unused sprite with a clock or something
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!

Title Screen

DELTARUNE

Developer: Toby Fox
Platforms: Windows, Mac OS X
Released internationally: October 31, 2018 (Demo; Windows, macOS)


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

New! From the maker of Undertale, by Toby Fox! It's Deltarune, by Boxy Oft!


Debug mode

Edit the following bytes in data.win.

  • 3E8144 and 3E8138: Set to 01. Enables debug mode.
  • 3E8568: Set to 00. Disables the 'dogcheck', allowing you to enter rooms above 130 via save file editing.

Enabling debug mode will show a few additional things during the game:

  • The frames per second will be printed in the top left, in red.
  • Areas with enemies will have a red and cyan box to the upper-left and lower-right of your character.
  • Possibly others.

Additional hotkeys are available as well, some of which are reused from the previous game.

  • O: Sets the FPS cap to 3.
  • P: Sets the FPS cap to 60.
  • Z and other "action" buttons: Displays a small rectangle in front of you for one frame, indicating the 'interaction' hitbox.
  • R: Restarts the game. No need to press it 7 times.
  • S: Opens the save dialog anywhere. Using it will usually unlock your movement, if it was locked by a script.
  • L: Immediately reloads your save.
  • W: When held down, pushing 1 through 6 will teleport you to various rooms near the end of the game.
  • Ins: Moves you to the previous room by internal order.
  • Del: Moves you to the next room.
(Source: Original TCRF research)
(Source: NathaanTFM (offsets to change), ExperimentT (additional keys))


"Unused" music

Dogcheck's back, baby, and with an all new song. Setting your savefile to start you in a room over 130 will play this chill tune while a sleeping dog replaces whatever you were trying to sneak into.


Unused text

Within the lang files (lang/lang_en.json, lang/lang_ja.json) are some conspicuously unused messages:

  "UNUSED_slash_UNUSED_gml_1_0": "Where...",
  "UNUSED_slash_UNUSED_gml_2_0": "Where am I?",
  "UNUSED_slash_UNUSED_gml_3_0": "Hello...? Anyone...?",
  "UNUSED_slash_UNUSED_gml_4_0": "Is... is anybody out there...?",
  "UNUSED_slash_UNUSED_gml_5_0": "Someone!? Anyone!? Can anyone hear me!?",
  "UNUSED_slash_UNUSED_gml_6_0": "...",
  "UNUSED_slash_UNUSED_gml_7_0": "It's dark.",
  "UNUSED_slash_UNUSED_gml_8_0": "It's so dark here.",
  "UNUSED_slash_UNUSED_gml_9_0": "Someone, anyone, if you can hear me...",
  "UNUSED_slash_UNUSED_gml_10_0": "Say something... please...",
(Source: Original TCRF research)


Unused graphics

An early sketch of the beach area room_beach exists, in the same style as the Lab and Undyne's Room sketches from the previous game.

(Source: Original TCRF research)


Unused rooms

Room 3, room_torroom, is an empty (all-black) room. Assumedly it would be Toriel's room in her house, but the door is locked.

Room 11, room_town_apartments, is an empty black room as well, though larger than room_torroom. It may have been for the apartments in the town, which cannot be entered.

(Source: Original TCRF research)