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Deltarune
| This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
| 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! |
| DELTARUNE |
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Developer:
Toby Fox
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New! From the maker of Undertale, by Toby Fox! It's DELTARUNE, by Boxy Oft!
Contents
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.
- D: When held down, pushing 3 through 9 will teleport you to various rooms starting at the dark world to the middle of the game. The plot and party variables are updated to bring the story to the correct position.
- W: When held down, pushing 1 through 6 will teleport you to various rooms near the end of the game. The plot and party variables are updated to bring the story to the correct position.
- C: When held down, text will automatically advance as if you were using the Wrist Protector item.
- Ins: Moves you to the previous room by internal order.
- Del: Moves you to the next room.
- F10: Takes a screenshot and saves it within the DELTARUNE folder.
Additionally, there are various context-specific debug commands.
When fighting King Boss:
- Space: Increases the attack number by 1.
- Backspace: Reduces the attack number by 1.
"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 and 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...",
Also in the lang files are unused messages for a placeholder enemy:
"obj_placeholderenemy_slash_Step_0_gml_11_0": "Message&A", "obj_placeholderenemy_slash_Step_0_gml_12_0": "Message&B", "obj_placeholderenemy_slash_Step_0_gml_13_0": "Message&C", "obj_placeholderenemy_slash_Step_0_gml_14_0": "Message&D", "obj_placeholderenemy_slash_Step_0_gml_16_0": "WlyWlyWlyWly&WlyWlyWlyWly&WlyWlyWlyWly&WlyWlyWlyWly", "obj_placeholderenemy_slash_Step_0_gml_63_0": "* Placeholder Message A.", "obj_placeholderenemy_slash_Step_0_gml_64_0": "* Placeholder Message B.", "obj_placeholderenemy_slash_Step_0_gml_65_0": "* Placeholder Message C.", "obj_placeholderenemy_slash_Step_0_gml_66_0": "* Placeholder Message D.", "obj_placeholderenemy_slash_Step_0_gml_99_0": "A special&scenario&occurred!!/%", "obj_placeholderenemy_slash_Step_0_gml_135_0": "* ENEMY - AT 1 DF 1&* I am your adversary./%", "obj_placeholderenemy_slash_Step_0_gml_146_0": "* You warned the enemy^1.&* It guarded from Susie's attack./%", "obj_placeholderenemy_slash_Step_0_gml_147_0": "(Warned)", "obj_placeholderenemy_slash_Step_0_gml_156_0": "* Its body was filled with a kind feeling./%", "obj_placeholderenemy_slash_Step_0_gml_164_0": "* Its body will result in a kind feeling at the end of the combat./%", "obj_placeholderenemy_slash_Step_0_gml_172_0": "* Its body will result in a speech after attack./%", "obj_placeholderenemy_slash_Step_0_gml_180_0": "* Its body became tired./%", "obj_placeholderenemy_slash_Step_0_gml_181_0": "(Tired)",
And some further unused test dialogue:
"obj_monster1_slash_Step_0_gml_25_0": "Line1", "obj_monster1_slash_Step_0_gml_26_0": "Line2", "obj_monster1_slash_Step_0_gml_53_0": "* Line3", "obj_monster1_slash_Step_0_gml_54_0": "* Line4", "obj_monster1_slash_Step_0_gml_55_0": "* Line5", "obj_monster1_slash_Step_0_gml_56_0": "* Line6", "obj_monster1_slash_Step_0_gml_57_0": "* Line7", "obj_monster1_slash_Step_0_gml_75_0": "* Line8/%", "obj_monster1_slash_Step_0_gml_82_0": "Line9", "obj_monster1_slash_Step_0_gml_91_0": "* Susie and Kris cast& Dual-Buster!/%",
Unused Graphics
Beach Area
An early sketch of the beach area room_beach exists, in the same style as the unused Lab and Undyne's Room sketches from the previous game.
Placeholder Kris Sprite
An unused placeholder sprite for Kris, possibly used to quickly test character movement. Its name is spr_krisplace_0.
Early Ending Sequence
| Early | Final |
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| Early | Final |
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Early versions of the sprites in the ending cutscene still exist, under spr_dkris_grabheart_old and spr_dkris_pullheart_old. In general, the old versions lack shading that the final ones do. Kris has less bedhead in their early sprites, and they all lack the stripe on their shirt.
Early Malius Animation
| Early | Final |
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An earlier, far more MS Paint-esque version of Malius's swinging animation.
Early Kris Attack Animation
| Early |
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File:Spr krisb attackready-0.png |
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| Final |
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File:Spr krisb attackready-0.png |
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An old version of the first frame of Kris's attack animation was left in as spr_krisb_attack_old. Since it isn't part of the animation any more, how it would have looked is left to an educated guess.
Textless Fight Buttons
| Early | Final |
|---|---|
Earlier versions of the FIGHT, ACT, and ITEM buttons in the battle menu, notably lacking their associated captions.
Ralsei's Manual
Textures that appear to be of the manual given to you by Ralsei at the beginning of the game; but this time, it's actually readable. This appears to have been cut earlier in development due to the lack of a Spare command, a Talk command for out-of-battle menus that doesn't exist in the final, and a mention of restoring TP through Save Points - TP is discarded after battles normally. There is no Japanese-language equivalent.
Purple/Dark Grass
| Early | Final |
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Early version of the grass in the Plains of Hopes and Dreams.
Dialogue Portraits
More wonderful faces. Judging from the filename, they were going to be used before the second fight with K. Round.
Debug sprites
| To do: There are others, for collisions and other things. |
These graphics, some returning from Undertale, are used in the editor to mark events, transitions, and so on. The music note is used to set or change music for an area.
Spr_mainchara
Placeholder red square. Interestingly enough, spr_mainchara were the filenames for sprites of Frisk.
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically:
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Unused Rooms
- Room 4, room_torroom, is an empty (all-black) room. Assumedly it would be Toriel's room in her house, but the door is locked.
- Room 7, room_town_northwest, is an empty black room as well. It was presumably the area behind the closed-off gates within the town.
- 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.
Debunked rumors
- From somewhere, an administrator...
Hi, note from your friendly administrator
Xkeeper (talk) here. This section won't stay around for too long, but as this game is still under active research, I wanted to list some things that are not unused content, or otherwise rumors about the game. This section'll be removed at some point in the near future, once things have settled down.
- While the game checks the system time, this is something all GameMaker Studio games do, and is not used in any way by the game itself.
- The game does not check for the presence of an Undertale installation. Accordingly, it also does not check if a save file for such exists.
- april_2012.ogg is from an old project that Toby contributed this music to.
- The references to "unusedlclass" in the files is to a location in the story; it is not actually unused. (Contrast to the UNUSED text above, which does appear to be unused.)
This is a non-exhaustive list, but as people are currently doing research, I thought it would be helpful to mark some of the dead-ends. --13:46, 2 November 2018 (EDT)
Cleanup > To do
Cleanup > To investigate
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