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Deltarune

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This page contains notes for the game Deltarune.

Sub-Pages#

Cutscene Codenames#

While cutscene objects are simply named after what happens in the scene in Chapter 1 and then "scene" in order of when the scene happens in Chapter 2, Chapters 3 onward use specific codenames to refer to what point in the story the scenes take place.

Chapter 2#

Main route#

Object

Scene

obj_ch2_lw_cutscenes_short

various scenes near start of game

obj_ch2_scene1 through obj_ch2_scene3

Don't exist

obj_ch2_scene4

Kris and Susie return to castle town

obj_ch2_scene5

Doesn't exist

obj_ch2_scene6

castle town transforms and card kingdom darkners appear

obj_ch2_scene7

Kris and Susie return to light world

obj_ch2_scene8

discover library dark world

obj_ch2_scene9

Queen intro

obj_ch2_scene10

Queen arcade game scene

obj_ch2_scene11a

rollercoaster sequence

obj_ch2_scene11b

Susie gets hurt and asks to learn healing magic

obj_ch2_scene12

Susie drags Ralsei down a separate path

obj_ch2_scene13

Noelle hides from Queen and the Berdly statue appears

obj_ch2_scene14 through obj_ch2_scene17a

Don't exist

obj_ch2_scene17b

Queen introduces mansion rooms, Susie tries to escape

obj_ch2_scene18

Kris, Susie, and Berdly meet up, Lancer starts to petrify

obj_ch2_scene19a

first spotlight puzzle

obj_ch2_scene19b

second spotlight puzzle

obj_ch2_scene19c

third spotlight puzzle, spelling bee flashback

obj_ch2_scene20

meet back up with Ralsei, Lancer fully petrifies

obj_ch2_scene21

acid tunnel

obj_ch2_scene21_puzzle_entrance

see hand blocking the way

obj_ch2_scene21_loop

chat with Ralsei, Rouxls appears

obj_ch2_scene23a

Ralsei asks if you want to think about Noelle?

obj_ch2_scene23b

Susie meets Noelle in her room, get on ferris wheel

obj_ch2_scene23c

Lesbians

obj_ch2_scene23d

Susie and Noelle get off ferris wheel, Berdly shows up

obj_ch2_scene24a through obj_ch2_scene24d

Don't exist

obj_ch2_scene24e

Susie drops back down and lands on Ralsei

obj_ch2_scene25

pre/post Queen battle

obj_ch2_scene26

pre Giga Queen

obj_ch2_scene26_powers_combined

Giga Thrash construction sequence

obj_ch2_scene26_powers_combined_old

Unused - older version of above

obj_ch2_scene27

post Giga Queen

obj_ch2_scene28a

Doesn't exist

obj_ch2_scene28b

wake up in light world

obj_ch2_scene29

Susie joins the party in the light world

obj_ch2_scene30a

Toriel invites Susie into the house

obj_ch2_scene30b

Susie and Toriel talk and start making pie

obj_ch2_scene31

Kris rips out soul in bathroom

obj_ch2_scene32

Chapter 2 ending

Spamton NEO Sidequest#

Object

Scene

obj_ch2_sceneex1

Kris enters/leaves basement alone

obj_ch2_sceneex2

pre Spamton NEO

obj_ch2_sceneex2a

post Spamton NEO

obj_ch2_sceneex3

Susie and Ralsei talk about what just happened

Weird Route#

Object

Scene

obj_ch2_scene_sideb_noelleroom

Susie goes into Noelle’s room alone

obj_ch2_scene_hospital_sideb

outside hospital room cutscene

Chapter 3#

Codenames#

Codename

Meaning

Point in the Story

PGS

Pre-Game Show

Before Tenna's introduction.

GSA

Game Show A

Tenna's introduction through to the end of Board 1.

GSB

Game Show B

Board 2 through to finding Toriel.

GSC

Game Show C

Board 3, Backstage area, Susiezilla, and the beginning of the Doom Board. Mostly unused due to the former two being cut.

GSD

Game Show D

Doom Board sequence through to first Shootout minigame intro scene.

BTB

Before Tenna Battle

First scene of Tenna's employees quitting through to the pre-Tenna battle scene.

PTB

Post Tenna Battle

Post-Tenna battle scene through to the shelter scene.

Scenes#

PGS

Object

Scene

obj_ch3_PGS01A

Waking up on the couch, includes the code for skipping to Board 1.

obj_ch3_PGS01B

Ralsei joining the party. Has supplementary objects obj_ch3_PGS01B_convo, obj_ch3_PGS01B_eyepuzzle, obj_ch3_PGS01B_eyepuzzle_switch, and obj_ch3_PGS01B_slide_check.

obj_ch3_PGS01C

Pre-Dark World explanation scene.

obj_ch3_PGS01D

Dark World explanation: nondescript room portion.

obj_ch3_PGS01E_field

Dark World explanation: Field of Hopes and Dreams portion. Has supplementary object obj_ch3_PGS01E_white_glow for the fountain-sealing effect.

obj_ch3_PGS01E_classroom

Dark World explanation: empty classroom portion.

obj_ch3_PGS01E_hallway

Dark World explanation: Kris's hallway portion.

obj_ch3_PGS01F

Post-Dark World explanation scene. Has supplementary object obj_ch3_PGS01F_spotlight.

GSA

Object

Scene

obj_ch3_GSA01A-E

Doesn't exist.

obj_ch3_GSA01F

???

obj_ch3_GSA01G

Tenna introduction scene.

obj_ch3_GSA02

Pre-Board 1 scene. Has supplementary object obj_ch3_GSA02_spotlight.

obj_ch3_GSA03

Doesn't exist.

obj_ch3_GSA04

Pre-Cooking Show minigame scene. Has supplementary object obj_ch3_GSA04_screen.

obj_ch3_GSA05

Doesn't exist.

obj_ch3_GSA06

Board 1 outro scene. Has supplementary object obj_ch3_GSA06_credits.

obj_ch3_GSA07

Unused. Scene for talking to Lancer at the start of the Backstage area. Main code deleted, but the text remains in the Japanese script.

GSB

Object

Scene

obj_ch3_GSB01

Pre-Board 2 scene.

obj_ch3_GSB02

Pre-Rock Concert minigame scene.

obj_ch3_GSB03

Board 2 outro scene.

obj_ch3_GSB04

Doesn't exist.

obj_ch3_GSB05

Entering and finding Toriel in the Cold Place scenes.

GSC

Object

Scene

obj_ch3_GSA01-3

Doesn't exist.

obj_ch3_GSC04

Unused. Scene for Susie and Ralsei sneaking to the Backstage area after leaving Board 3. Main code deleted but text remains in the Japanese script.

obj_ch3_GSC04A

Unused. Nearly all code was deleted, but the Japanese localization keys for the scene where Kris and Tenna talk privately on the stage point to text from this object for all but 2 of its lines, revealing this to have been an early version of that scene.

obj_ch3_GSC04B

Unused. Scene for encountering Rouxls in the Backstage area. Main code deleted but text remains in the Japanese script.

obj_ch3_GSC04C

Unused. Old version of the pre-Rouxls battle scene from when the battle took place in the Backstage area. Main code deleted but text remains in the Japanese script.

obj_ch3_GSC05

Pre-Susiezilla minigame scene. Has supplementary object obj_ch3_GSC05_susiezilla_tutorial

obj_ch3_GSC06

Doesn't exist.

obj_ch3_GSC07

Pre-Doom Board scene. Has supplementary objects obj_ch3_GSC07_bg, obj_ch3_GSC07_gacha, obj_ch3_GSC07_podiums, and obj_ch3_GSC07_spotlight.

GSD

Object

Scene

obj_ch3_GSD01

Doom Board sequence. Has supplementary objects obj_ch3_GSD01_battle_bg and obj_ch3_GSD01_screen_scroll.

obj_ch3_GSD02

Post-Doom Board scene.

obj_ch3_GSD03

Shootout minigame 1 intro scene. Has supplementary object obj_ch3_GSD03_letterbox.

BTB

Object

Scene

obj_ch3_BTB01

Unused. Cutscene's contents are unknown due to all code being deleted and no text for it remaining, but a handful of sprites exist for it of white-silhouetted versions of some enemies, including the single remaining sprite of the scrapped enemy Camenary.

obj_ch3_BTB02

Tenna's employees quitting scene.

obj_ch3_BTB03

Elnina, Lanino and Mike quitting scene.

obj_ch3_BTB04

Tenna encounter scene: pre-flashback portion. Has supplementary object obj_btb04_facescreeneffect

obj_ch3_BTB05

Tenna encounter scene: flashback portion. Has supplementary object obj_ch3_BTB05_screenbloom

obj_ch3_BTB06

Tenna encounter scene: battle starting portion.

PTB

Object

Scene

obj_ch3_PTB01

Post-Tenna battle scene. Has supplementary objects obj_ch3_PTB01_spotlight and obj_ch3_PTB01_spotlight_susie.

obj_ch3_PTB02

Roaring Knight appearance scene. Has supplementary objects obj_ch3_PTB02_roaringknight, obj_ch3_PTB02_roaringknight_clash_vfx, obj_ch3_PTB02_roaringknight_pull_test, obj_ch3_PTB02_roaringknight_speardodge_sequence, obj_ch3_PTB02_spear, obj_ch3_PTB02_toriel, and obj_ch3_PTB02_white_glow.

obj_ch3_PTB03

Doesn't exist.

obj_ch3_PTB04_krisyard

Light World scene: outside Kris's house portion.

obj_ch3_PTB04_church

Light World scene: church portion.

obj_ch3_PTB04_shelter

Light World scene: shelter portion.

Chapter 4#

Codenames#

Codename

Meaning

Point in the Story

PDC

Pre-Dark Church

Pre-Dark Sanctuary

DCA

Dark Church A

Dark Sanctuary and following Light World scene

DCB

Dark Church B

Second Sanctuary and following Light World scene

DCC

Dark Church C

Third Sanctuary

LWF

Light World Finale

Post-Third Sanctuary

Scenes#

PDC

Object

Scene

obj_ch4_PDC01A

Fountain scene.

obj_ch4_PDC01B

Waking up on the chair scene.

obj_ch4_PDC01C

Breakfast and getting ready for church scenes.

obj_ch4_PDC01D

Susie giving Kris a star and cleaning the bloodstain scenes.

obj_ch4_PDC02

Church entrance scene.

obj_ch4_PDC03

Attending church scene. Has supplementary objects obj_ch4_PDC03_choir_song, obj_ch4_PDC03_catty_preach, obj_ch4_PDC03A_alphys_juice, and obj_ch4_PDC03A_rudy_toriel.

obj_ch4_PDC04

Discussing the shelter situation, talking to Noelle, and weird route variant scenes. Includes code for setting up the NPCs for gathering information sequence.

obj_ch4_PDC05

Leaving the church scene.

obj_ch4_PDC05A

Eating at the diner with Susie scene.

obj_ch4_PDC06

Meeting Ralsei in Castle Town scene.

obj_ch4_PDC06A

Entering Ralsei's room scene.

obj_ch4_PDC06B

Ralsei's room scene.

obj_ch4_PDC07

Meeting Noelle at the gate to her house scene.

obj_ch4_PDC08

Outside Noelle's house scene.

obj_ch4_PDC09

Entering Noelle's house scene.

obj_ch4_PDC09A

Various small scenes around Noelle's house.

obj_ch4_PDC10

Susie and Noelle talking on the couch scene. Has the supplementary object obj_ch4_PDC10_phone

obj_ch4_PDC10A

Interacting with Dess's guitar and being ripped out of Kris scene.

obj_ch4_PDC10B

Kris taking the soul to the present room and weird route variant scenes.

obj_ch4_PDC10C

Kris throwing the soul into the present and and closing the vent variant scenes.

obj_ch4_PDC11-12

Doesn't exist.

obj_ch4_PDC13A

Unused. Contents unknown, main code was deleted and no text remains. Contains a check for if the player is on the weird route in its Create event.

obj_ch4_PDC13B

Unused. Short scene of Kris walking up the stairs and into the bathroom in the main room of Noelle's house, activated by walking slightly below the bottom of the stairs. Seems to be for an earlier layout of the house, as Kris is halfway in the wall when entering the bathroom door. Required global.plot value to activate the scene is 75, which is after the point that you leave Noelle's house in the final game.

obj_ch4_PDC13C

Doesn't exist.

obj_ch4_PDC13D

Noelle and Susie coming up from the basement with the soul.

obj_ch4_PDC14A_noelle

Weird Route Noelle's room scene. Has supplementary objects obj_ch4_PDC14A_choicer and obj_ch4_PDC14A_noelle_desaturate.

obj_ch4_PDC14A_bathroom

Weird Route bathroom scene.

obj_ch4_PDC14B

Outside Noelle's house and weird route variant scenes. Has supplementary object obj_ch4_PDC14B_snacktray.

obj_ch4_PDC14C

Carol introduction and approaching Kris scenes.

obj_ch4_PDC15

Leaving Noelle's house scene.

obj_ch4_PDC16

Going to the church and entering the Dark World scene. Has supplementary objects obj_ch4_PDC16_church_door and obj_ch4_PDC16_vfx.

DCA

Object

Scene

obj_ch4_DCA01

Knight encounter sequence and falling scene. Has supplementary objects obj_ch4_DCA01_fall, obj_ch4_DCA01_roaringknight, and obj_ch4_DCA01_roaringknight_sword.

obj_ch4_DCA01_old

Doesn't exist, but text for it does exist in the Japanese script. It was an early version of the Knight encounter sequence.

obj_ch4_DCA02

Landing after the fall and meeting Ralsei scenes. Has supplementary object obj_ch4_DCA02_ground.

obj_ch4_DCA03

???

obj_ch4_DCA03_old

???

obj_ch4_DCA04

Seeing the prophecy of the heroes before it breaks and meeting Gerson scenes. Has supplementary object obj_ch4_DCA04_lighting

obj_ch4_DCA05

Getting the book for Gerson scene.

obj_ch4_DCA06

???

obj_ch4_DCA07

Entering Gerson's study and talking to him about the Knight scenes.

obj_ch4_DCA08A

Finding the first and second halves of the piano melody.

obj_ch4_DCA08B

Playing the piano melody scene.

obj_ch4_DCA08C

Entering Jackenstein's lair scene.

obj_ch4_DCA08D

Jackenstein battle starting scene and post-Jackenstein battle scenes.

obj_ch4_DCA09

Outside the room with the long piano melody scenes. Despite its name, the object obj_ch4_DCA09_piano is not a supplementary object for these scene but rather the object for Kris playing the long melody in another scene.

obj_ch4_DCA10

Gerson getting Susie to memorize his letter scene.

obj_ch4_DCA11

???

obj_ch4_DCA12

Sealing the Dark Sanctuary fountain scene. Has supplementary objects obj_ch4_DCA12_darkfountain and obj_ch4_DCA12_darkfountain_event.

obj_ch4_DCA13

Re-entering the Light World and seeing the Dark World smoke under the door scene. Has supplementary object obj_ch4_DCA13_door.

obj_ch4_DCA14

Finding Gerson's dust in Alvin's office scene.

obj_ch4_DCA15

Susie making the Dark World scene. Has supplementary object obj_DCA15_fountain_ball.

DCB

Object

Scene

obj_ch4_DCB01

Second Sanctuary intro fountain scene.

obj_ch4_DCB02

Ralsei destroying the Gerson statue and Susie's confrontation scene. Has complementary objects obj_ch4_DCB02_statue, obj_ch4_DCB02_vfx, obj_ch4_DCB02_vfx_line, obj_ch4_DCB02_vfx_circle, and an old version of the last object called obj_ch4_DCB02_vfx_circle_old,

obj_ch4_DCB03

Unlocking the door in the Light World and re-entering the Dark World again scene. Has complementary objects obj_ch4_DCB03_church_door, obj_ch4_DCB03_darkness, and obj_ch4_DCB03_fountain_ball.

DCC

Object

Scene

obj_dw_churchc_finalclimb

The scene where Jackenstein helps the party climb a glass tower. Although this is a room controller object that doesn't use the DCC codename, the supplementary objects for the scene this object plays are called obj_ch4_DCC00_jackenstein, obj_ch4_DCC00_sword, and obj_ch4_DCC00_cupstack.

obj_ch4_DCC01

The scene for confronting the Knight and it creating the Titan. Has the supplementary objects obj_ch4_DCC01_fountain and obj_ch4_DCC01_roaringknight.

obj_ch4_DCC02

Post-Titan battle scene.

obj_ch4_DCC03

Susie smashing the final prophecy and Ralsei conversation scenes.

obj_ch4_DCC04

Fountain sealing scene.

LWF

Object

Scene

obj_ch4_LWF01

Returning to the Light World cutscene.

obj_ch4_LWF02

Leaving the Church scene.

obj_ch4_LWF02A

Sitting at the beach with Susie scene.

obj_ch4_LWF03

Entering Kris's house scene.

obj_ch4_LWF04

Kris turning in bed scene, along with the Weird Route variant. Has supplementary object obj_ch4_LWF04_wagon.

obj_ch4_LWF04A

Susie talking to Kris scene from outside their house. Has complementary objects obj_ch4_LWF04A_phone and obj_ch4_LWF04A_vfx.

Full rhythm game track list#

ID

Alt. ID
(Ch4+)

OST Name

In-Game Name (if different)

First Appears

Used in Final

Charted?

Notes

0

3

Raise Up Your Bat

Lightners Live (Chapter 3)
Raise Up Your Bat (Chapter 4)

Chapter 3

Used

Charted

This is the chart used for the Round 2 minigame, inside the A-Rank room, and playable in Castle Town in Chapter 4 and 5.

1

N/A

Sound Check

Soundcheck

Chapter 3

Used

Charted

Used as the rhythm game practice song in Chapter 3.
Can also be played in Chapter 4 through freeplay mode.
Unused in Chapter 5.

2

4

It's TV Time!

Tenna boss

Chapter 3

Used

Charted

This is the chart used during the boss fight with Tenna and playable in Castle Town in Chapter 4 and 5. Can only be played in short bursts in Chapter 3, but the whole song is charted and technically playable.

3

N/A

MIKE, The BOARD, please!

How To Play

Chapter 3

Used

Charted

Has a custom guitar track on top of the song. Normally used as part of the tutorial and can't be played as a song.
It can be played properly in Chapter 4 through freeplay mode, although this has a tendency to crash the game.
Unused in Chapter 5.

4

N/A

N/A

Board 4

Chapter 3

Used

Charted

Used for the rhythm game gag during Tenna's freakout in Chapter 3. Has a single note and plays a sped-up version of NOW'S YOUR CHANCE TO BE A.
Can also be played in Chapter 4 through freeplay mode.
Unused in Chapter 5.

5

N/A

Ruder Buster

Rude Buster (Boss)

Chapter 3

Unused

Partially Charted

This song has about 5 seconds of charting for guitar. If in Chapter 3 specifically you continue to wait around after it ends, the chart will switch to Raise Up Your Bat and its solo switching logic will activate, causing the song to erratically jump around.
Charting was removed in Chapter 5.

6

N/A

Vapor Buster

Rude Buster (Vapor)

Chapter 3

Unused

Partially Charted

Song instantly ends when played in the normal minigame, but there's about 30 seconds of charting when viewed in the editor.
Charting was removed in Chapter 5.

7

N/A

N/A

tenna_battle_old

Chapter 3

Unused

Uncharted

Despite the song file being left over, it is byte-for-byte identical to the final tenna_battle.
The song has code to end earlier.

8

0

Rude Buster

Chapter 4

Unused

Uncharted

There's additional code and audio to support this song in Castle Town.

9

1

Field of Hopes and Dreams

Chapter 4

Unused

Uncharted

There's additional code and audio to support this song in Castle Town.

10

2

Knock You Down (Rhythm Ver.)

Knock You Down!!

Chapter 4

Used

Charted

Available in Castle Town.

11

5

The Third Sanctuary

Third Sanctuary

Chapter 5

Unused

Charted

This got a unique remix not featured on the OST. It's significantly shorter and adds a guitar to go with the main rhythm.

12

6

Flower Man

Chapter 5

Unused

Uncharted

This is the only song to be added to the rhythm game code that's from the same chapter. It's not set up to have the lyrics from Flowery's boss fight display, unfortunately.

13

7

A DARK ZONE

Chapter 5

Unused

Uncharted

This uniquely adds the dancing pumpkins from the Jackenstein fight on the bottom of the screen and shifts the UI up, which visually breaks menus.

14

8

N/A

reserved

Chapter 5

Unused

Uncharted

No actual definition exists, so attempting to play the song leads to inconsistent behavior.
These IDs are skipped over and labeled as "reserved" in English, but the Japanese text indicates that Cutie Mew Mew Magic was originally placed here and a variable name in A DARK ZONE's code indicates that it likely included special visuals.

15

9

4rd Sanctuary

Chapter 5

Used

Charted

Available in Castle Town. This is the only additional used song added to the minigame in Chapter 5.

Useful tools#

Due to Deltarune's debug mode being mostly stripped out, navigating the game in order to access unused content in its full context can be a bit of a pain. There are some community tools that have been made to make this process easier, either by supplementing debug mode or directly reimplementing its features:

  • UndertaleModTool's built-in Fancy Room Select script adds a menu that can be used to warp directly to any room in the game and has a search bar.
  • Deltarune Debug Plus reimplements most known debug features (from Chapter 3 and 4 and the demos) across all chapters, including the 8-4 menu, which has a room select of its own (though with no search bar).

Manually enabling debug mode#

You shouldn't need to manually enable debug mode in most cases, but if UndertaleModTool's debug enabler script and/or the tools listed above aren't working for one reason or another, here's how to do it.

All chapters

  • Edit obj_initializer2's Create event to set global.debug to true instead of false.

Chapter 1

  • To disable Dogcheck in debug mode, edit scr_dogcheck to add the following code at the top of the function:
    if (scr_debug())
        return 0;
  • Note that very few debug features remain in this chapter, so it might not obviously appear to be enabled.

Chapter 2

  • Edit scr_debug to actually return global.debug; instead of always returning zero.
  • Note that very few debug features remain in this chapter, so it might not obviously appear to be enabled.

Chapter 3

  • Below the line you changed in obj_initializer2's Create event, add a new line with global.chemg_show_room = 1;. This fixes a crash when loading boards. (The 1 can optionally be changed to a 0 to disable the room name display.)

Chapter 4

  • In scr_flag_get inside the function scr_flag_name_get(), replace the first line of the function with the following. This fixes a crash when story flags are set.
    var v = !variable_global_exists("flagname") ? "" : global.flagname[arg0];

Chapter 5

  • Edit scr_get_room_by_id to remove new scr_room(rm_blank, 50094), from the room list, as this room doesn't exist and will cause a crash when loading.
  • Edit scr_save to remove the block of code at the top that runs if debug mode is enabled, as it references the same nonexistent room and will cause a crash when saving.
  • Note that less debug features remain in this chapter than 3 and 4, but there is still more than 1 and 2.