the cutting room mirror

Bayonetta 2

Unused Subphases#

The different events that occur within a Chapter, such as battles or cutscenes, are aggregated in "phase" files, prefixed with a p. Inside each phase file is a _sub.bxm file, which contains names for the individual subphases that make up the phase. The game's saves store the last played subphase in plain text, allowing it to be easily modified.

PhaseInfo#

PhaseInfo.bxm inside coreph.dat contains a aggregated list of all phases and subphases in the game. Some of these phases are absent from the final game's files, and appear to have been used for general testing and E3 demo debugging.

<Phase name="p000">
      <SubPhase/>
    </Phase>
    <Phase name="p001">
      <SubPhase>
        <Name>start</Name>
      </SubPhase>
    </Phase>
    <Phase name="p002">
      <SubPhase>
        <Name Save="1">start</Name>
        <Name Save="1">test</Name>
        <Name Save="1">test2</Name>
        <Name>occ</Name>
        <Name Save="1">alfheim</Name>
        <Name>p002_subp01</Name>
        <Name>p002_subp02</Name>
      </SubPhase>
    </Phase>
    <Phase name="p003">
      <SubPhase>
        <Name>start</Name>
        <Name>ACHIEVEMENT_TEST</Name>
      </SubPhase>
    </Phase>
    <Phase name="p004">
      <SubPhase>
        <Name>start</Name>
      </SubPhase>
    </Phase>
    <Phase name="p005">
      <SubPhase>
        <Name Save="1">P005_START</Name>
        <Name Save="1">P005_DROP_WEAPON</Name>
        <Name Save="1">P005_TORTURE</Name>
      </SubPhase>
    </Phase>
    <Phase name="p006">
      <SubPhase>
        <Name Save="1">p006_Wasada</Name>
      </SubPhase>
    </Phase>
    <Phase name="p007">
      <SubPhase>
        <Name Save="1">UI_TEST</Name>
        <Name Save="1">COMPOUND_TEST</Name>
        <Name Save="1">SUBTITLE_TEST</Name>
        <Name Save="1">CHARASEL_TEST</Name>
      </SubPhase>
    </Phase>
    <Phase name="p009">
      <SubPhase>
        <Name Save="1">P009_START</Name>
      </SubPhase>
    </Phase>
    <Phase name="p00a" comn="p00f">
      <SubPhase>
        <Name>test</Name>
        <Name>start</Name>
      </SubPhase>
    </Phase>
    <Phase name="p00e">
      <SubPhase/>
    </Phase>
    <Phase name="p00f">
      <SubPhase/>
    </Phase>
    <Phase name="p01f">
      <SubPhase>
        <Name>P01F_START</Name>
      </SubPhase>
    </Phase>
    <Phase name="p020" comn="p00e">
      <SubPhase>
        <Name Save="1">TEST</Name>
        <Name Save="1">TEST_2</Name>
      </SubPhase>
    </Phase>
    <Phase name="p021">
      <SubPhase>
        <Name>TEST</Name>
        <Name>TEST_2</Name>
      </SubPhase>
    </Phase>
    <Phase name="p025">
      <SubPhase>
        <Name Save="1">BASE</Name>
        <Name Save="1">SCENARIO_AT_TEST</Name>
        <Name Save="1">DUMMY_0</Name>
        <Name Save="1">DUMMY_1</Name>
        <Name Save="1">DUMMY_2</Name>
        <Name Save="1">CREATE_TEST</Name>
      </SubPhase>
    </Phase>
    <Phase name="p02a">
      <SubPhase>
        <Name>P02A_START</Name>
      </SubPhase>
    </Phase>
    <Phase name="p02b">
      <SubPhase>
        <Name>start</Name>
      </SubPhase>
    </Phase>
    <Phase name="p030">
      <SubPhase>
        <Name Save="1">P030_START</Name>
      </SubPhase>
    </Phase>
    <Phase name="p041">
      <SubPhase>
        <Name>sample</Name>
      </SubPhase>
    </Phase>
    <Phase name="p051">
      <SubPhase>
        <Name Save="1">P051_START</Name>
        <Name>P051_BTL_01_START</Name>
        <Name>P051_BTL_01_SET_00</Name>
        <Name>P051_BTL_01_END</Name>
        <Name>P051_BTL_02_START</Name>
        <Name>P051_BTL_02_SET_00</Name>
        <Name>P051_BTL_02_END</Name>
        <Name>P051_BTL_03_START</Name>
        <Name>P051_BTL_03_SET_00</Name>
        <Name>P051_BTL_03_END</Name>
        <Name>P051_BTL_04_START</Name>
        <Name>P051_BTL_04_SET_00</Name>
        <Name>P051_BTL_04_END</Name>
        <Name>P051_BTL_05_START</Name>
        <Name>P051_BTL_05_SET_00</Name>
        <Name>P051_BTL_05_END</Name>
      </SubPhase>
    </Phase>
    <Phase name="p054">
      <SubPhase>
        <Name>START</Name>
        <Name Save="1">SAVE</Name>
        <Name>BATTLE_START</Name>
        <Name>BATTLE_START_VE</Name>
        <Name>BATTLE_START_DF</Name>
        <Name>BATTLE_START_VH</Name>
        <Name>END</Name>
      </SubPhase>
    </Phase>
    <Phase name="p055" comn="p00f">
      <SubPhase>
        <Name>P055_START</Name>
        <Name>P055_VRS_START</Name>
        <Name>P055_SAVE_VRS_00</Name>
      </SubPhase>
    </Phase>
    <Phase name="p056" comn="p00f">
      <SubPhase>
        <Name>P056_START</Name>
        <Name>P056_VRS_START</Name>
        <Name>P056_SAVE_VRS_00</Name>
      </SubPhase>
    </Phase>
    <Phase name="p057" comn="p00f">
      <SubPhase>
        <Name>P057_START</Name>
        <Name>P057_VRS_START</Name>
        <Name>P057_SAVE_VRS_00</Name>
      </SubPhase>
    </Phase>
    <Phase name="p060">
      <SubPhase>
        <Name Save="1">P060_START_00</Name>
        <Name Save="1">P060_START_01</Name>
        <Name Save="1">P060_START_02</Name>
      </SubPhase>
    </Phase>
    <Phase name="p070">
      <SubPhase>
        <Name>P070_START</Name>
        <Name>VRS_01</Name>
        <Name>P070_FREE_01</Name>
        <Name>VRS_02</Name>
        <Name>P070_FREE_02</Name>
        <Name>aiueo</Name>
      </SubPhase>
    </Phase>
    <Phase name="p071">
      <SubPhase>
        <Name>TEST_00</Name>
      </SubPhase>
    </Phase>
    <Phase name="p072">
      <SubPhase>
        <Name>start_ev</Name>
        <Name>Test_Start</Name>
        <Name>Test02_Start</Name>
        <Name>Btl_End</Name>
      </SubPhase>
    </Phase>
    <Phase name="p080">
      <SubPhase>
        <Name Save="1">TEST3_PLAYABLE_1</Name>
        <Name>VRS_TEST3_BATTLE_1</Name>
        <Name Save="1">TEST3_PLAYABLE_2</Name>
        <Name>VRS_TEST3_BATTLE_2</Name>
        <Name>TEST3_PLAYABLE_3</Name>
        <Name Save="1">P080_SHONEN_TEST</Name>
        <Name>P080_KUBINASHI_UDE</Name>
      </SubPhase>
    </Phase>
    <Phase name="p090">
      <SubPhase>
        <Name Save="1">PHASE_START</Name>
      </SubPhase>
    </Phase>
    <Phase name="p0a0">
      <SubPhase>
        <Name Save="1">P0A0_DROP_WEAPON</Name>
        <Name Save="1">P0A0_TORTURE</Name>
        <Name Save="1">P0A0_ITEM</Name>
      </SubPhase>
    </Phase>
    <Phase name="p0f0">
      <SubPhase>
        <Name>room</Name>
      </SubPhase>
    </Phase>
    <Phase name="p0f1">
      <SubPhase>
        <Name>room jump</Name>
      </SubPhase>
    </Phase>
    <Phase name="p0fd">
      <SubPhase>
        <Name>EVENT_TEST</Name>
      </SubPhase>
    </Phase>
    <Phase name="p0fe">
      <SubPhase>
        <Name>E3_TEST_N_P120</Name>
        <Name>E3_TEST_N_TUTO</Name>
        <Name>E3_TEST_E_P120</Name>
        <Name>E3_TEST_E_TUTO</Name>
        <Name>E3_TEST_VE_P120</Name>
        <Name>E3_TEST_VE_TUTO</Name>
        <Name>E3_TEST_RANDOM</Name>
        <Name>E3_TEST_FAST</Name>
        <Name>E3_TEST_SOFT_RESET</Name>
      </SubPhase>
    </Phase>
    <Phase name="p0ff">
      <SubPhase>
        <Name Save="1">UNIT_TEST_CREATE_ENTITY</Name>
        <Name Save="1">UNIT_TEST_PHASE_JUMP</Name>
        <Name Save="1">UNIT_TEST_DIE</Name>
        <Name Save="1">PERFORMANCE_CHECK</Name>
        <Name Save="1">PERFORMANCE_CHECK_FOR_COOP</Name>
        <Name Save="1">CHECK_SEQUENCE_ERROR</Name>
        <Name Save="1">UNIT_TEST_EVENT</Name>
      </SubPhase>

p550 TEST_SET_TOOL#

Bayonetta2_test_set_tool_results.png

p550 corresponds to the Rodin co-op battle and cutscenes at the end of Chapter X. Though the co-op battle is normally loaded by a subphase called "P550_BTL", it can be replaced by a subphase called "TEST_SET_TOOL".

The Chapter will proceed with no noticeable changes to the battle or the ending cutscene. However, after progressing to the results screen, only a single bronze medal for the co-op battle is rewarded. The combo score and damage taken are both set to the maximum value. Strangely, this combo score gives the player a stone medal.

Jetfighter Assault Debug Phase#

To do:
Confirm the button commands' usages, and figure out other debugging controls, if any.

The Jetfighter Assault section of Chapter XVI has an unused phase listed as "P710_TEST". When forced to load via save editing, it is revealed to be a leftover testing area for the section's enemies, complete with debugging functions.

Watch on YouTubeThe known debugging controls for this phase are as follows:

  • D-Pad: Move the middle Accolade.
  • L: Move the middle Accolade towards the screen.
  • R: Move the middle Accolade away from the screen.
  • Right stick press: Spawn an Acceptance, which flies past without attacking.
  • ZL + ZR + Right stick press: Spawn a Jetfighter Assault enemy. Continuous pressing will cycle through all possible enemies, and their attacks and flight patterns.
  • ZR + Right stick press: Change the enemy that spawns with the current flight pattern, or cycle which direction the current enemy spawns from. (results are inconsistent)
    • Right stick press again: Reset the current animation, but this sometimes skips to another enemy's animations.

Other notes:

  • The middle Accolade will freeze the game if it respawns.
  • Bayonetta doesn’t say her normal Witch Time lines here; instead, she simply grunts like she does when attacking.
  • Items can be used infinitely without consuming them.
  • The enemies will not drop Halos or Orbs unless a Midas’s Testament is used.

(Source: Rikan)

Unused Characters#

At ID 57 is Little King Zero, a character that was playable in Bayonetta. When loaded in-game, he takes the same base damage as Bayonetta (unlike the first game, where he would die in 2 hits). He also retains Bayonetta's Crow and Panther Within forms.

Zero's model T-poses in-game, but he does possess idle animations inside pl00b0.dat, which can be viewed in a tool like Noesis.

Bayo2_Zero_Idle.mp4

Unused Animations#

To do:
Madama Butterfly has unused animations in pl0043.dat.

Bayonetta's headbutt counter against Balder inside Insidious has an additional portion where she blows him a kiss. Due to the camera shifting to Balder after she performs the final headbutt, this segment of the animation cannot be seen in-game. (The portion of the animation that is visible in-game has been cropped out.)

em0311.dat, one of Insidious's missiles, contains an animation for Bayonetta in which she appears to catch and throw a missile back at Insidious.

ba0304.dat is a model of a low-poly witch apprentice performing a summoning pose. It can be seen in concept art for Chapter XIII, where multiple apprentices strike this pose to summon a massive Scolopendra.

Balder's enemy model file, em1000.dat, contains an unused quick time event animation used by Father Balder in the first game, in which he snaps his fingers to summon a laser from a satellite.

Oddly, his player model, which lacks this animation, contains audio for this attack. There are two sound effects labeled as "SatelliteLaser_s", each matching the sounds used in the first game.

pl0030_SatelliteLaserTelegraph_ed_s

pl0030_SatelliteLaser_s

(Source: Rikan)

Unused Sounds#

Balder's player and enemy voice banks have a few unused files, including dialogue, an Enochian chant, and death noises.

Pathetic.

Useless.

NALVAGE

Also within these files is audio of a man saying "LURFANDO" (one of Father Balder's Enochian lines in the first game), and another of a shout. The man's voice doesn't match Balder's in either of the games, in English or Japanese, so their identity remains a mystery.

LURFANDO

(shout)

Audio for Balder's enemy model can be found in em100f.dat, which contains an early Beast Within growl.

pl0030.dat, Balder's player model, contains a file called "pl0030_FireBallShot_p660". Phase p660 does not exist in the final game, but strings relating to it can be found in the game's executable.

pl0030_FireBallShot_p660

vo_r581.dat has a few voice clips that were intended for the Diomedes chase sequence in Chapter XII.

Good boy!

More, more!

Faster!

During the Jetfighter Assault minigame in Chapter XVI, Jeanne speaks to Bayonetta from the jet's cockpit. All of her voice lines begin and end with the crackle of a transmitter, and have a filter applied to them. One line has an unedited version that remains in the files.

I'll take care of them, Cereza. Hurry to the temple!

vo_pl0212.dat contains audio files of Enzo screaming for help, with a robotic filter over them. This filter is used when characters speak from the human realm while Bayonetta is in Purgatorio. pl0212.dat itself is a model of Enzo flailing his arms while outside Purgatorio, which can be seen during the final credits fight upon his plane.

Within pl00f3.dat is a sound bank labeled "pl0200", which corresponds to Loki's model, pl0200.dat. One of the files inside, "pl0200_FalconMorphing", is a bird's screech. This was likely left over from when Loki's Beast Within form was a falcon.

The sound folder contains many short beeps in different audio channels (along with a single sine wave).

Prerelease Audio#

The now-defunct official Nintendo website for Bayonetta 2 contained a soundboard with various voice clips from the game's main characters. A few of these lines ended up unused in the final game.

Bayonetta: I only play with people who have good taste.

Bayonetta: Time to let it all hang out!

Bayonetta: I'm not a role model.

Jeanne: The Umbra will never fall to your kind.

Masked Lumen: Death awaits you!

(Source: Rikan)

Prototype Leftovers#

E3 2013#

ui_title.dat and ui_trial.dat contain images used in the E3 2013 demo's tutorial.

There is also an image of Gomorrah's enemy introduction from the E3 demo within the files. Its name is written in the game's demonic font, rather than the specific font used for these introductions.

E3 2013

Final

r720.dat contains still images of two scenes from the long version of the E3 2013 trailer.

rf30.dat has a sound effect that plays when the title logo appears during the E3 trailers.

Watch on YouTube

The movie folder has a file named "ToBeContinued" which contains the short video shown after completing the E3 2013 and October 2014 demos.

Additionally, eve300.evn, eve301.evn, and eve302.evn all contain animation data used in the E3 trailers for the game.

PlatinumGames' Night Cutscene Leftovers#

To celebrate the release of Bayonetta 2, the game's producers and directors held a fan event called PlatinumGames' Night on September 20, 2014. One of the behind-the-scenes clips shown to fans was a prototype climax cutscene between Madama Butterfly and Valiance. Traces of this cutscene still remain in the final game's files.

Watch on YouTubeIn the cutscene, Madama Butterfly catches Valiance's sword attempting to flee and snatches it up. She slams the sword into Valiance's neck, then pretends to lean in for a kiss, but instead punches it repeatedly. After finishing it off with a headbutt, she tosses its body aside like a toy.

et0069.dat is Madama Butterfly's full body model. She has unused idle, walking, and generic attacking animations (likely reused from Bayonetta's model), but also some animations seen only in the prototype footage. These include her leaning in for a kiss and the finishing headbutt.

Valiance's model file, em0020.dat, contains audio used in the cutscene. Each sound file has a label describing its usage.

et0069_CatchSwing

et0069_FinishSwing

et0069_hair_road

et0069_LiftSwing

et0069_RushPunchHit

et0069_StingSwing

et0069_em0020_FaceCatch

et0069_em0020_KissPlease

et0069_em0020_LastHit

et0069_em0020_SwordRun

et0069_em0020_SwordSting

et0069_em0020_vo_Climax_01

et0069_em0020_vo_Climax_02

et0069_em0020_vo_Climax_03

et0069_em0020_vo_Climax_04

et0069_em0020_vo_Climax_05

et0069_em0020_vo_Climax_10

Watch on YouTubeThe video to the right is a rough recreation of what the cutscene may have sounded like, using the filenames and what can be heard of the original audio as a reference.

(Source: Rikan)

Revisional Differences#

To do:
Other changes.

Bayonetta 2 was ported to the Nintendo Switch, and some additions and changes were made in the process.

  • The copyright information on the title screen has been updated to reflect the Switch version's 2018 release.
  • The overall frame-rate was improved. Docked mode's frame-rate is much more stable than the Wii U version, while Portable mode's frame-rate is only slightly better.
  • Amiibo functionality was added in Rodin's shop, "The Gates of Hell". Players can scan in amiibo to unlock costumes, items, and in-game currency.
    • There are some additional written notes by Rodin that appear on-screen when a specific amiibo is scanned. These references include nods to other Nintendo series such as Super Mario, Super Smash Bros., Splatoon, Pikmin, Yoshi's Woolly World, Animal Crossing, and more.
  • The difficulty settings are now referred to as "Easy", "Medium", and "Hard" instead of "1st Climax", "2nd Climax", and "3rd Climax". "∞ Climax" remains untouched.
  • Controller illustrations were changed in the controller configuration menu to match the Nintendo Switch controllers.
  • Local Play and LAN Play were added as options for playing Tag Climax with others. LAN Play is accessed by highlighting the Local Play option and pressing L + R while holding in the Left Stick.

(Source: Cubuss)

  • The icon for Chapter IV: The Two Meet was corrected. The Wii U version seemingly used an earlier version of the Chapter results screen as an icon.

Wii U

Switch

Version Differences#

To do:
Other changes.

This is for the Nintendo Switch version of the game. No patches have been released for the Wii U version.7

Version 1.1.0#

This patch was released on September 28, 2022.

  • Adds the Korean, Chinese (Simplified), and Chinese (Traditional) languages. This coincided with the Hong Kong release of the first two games.8

Version 1.2.0#

This patch was released on November 23, 2022.

  • Fixed the title of a chapter that was spelled incorrectly in the Chinese (Traditional) language.
    • Though the official patch notes say this is a typo, it is actually caused by a texture layering error. Internally, the titles are spelled correctly. The Roman numerals in the titles for Witch Trials I, II, and III are improperly spaced, and thus all three Trials appear to be called "Witch Trial I". Note how the numeral gets bolder in each image due to the textures overlapping.

Witch Trial I

Witch Trial II

Witch Trial III

  • Fixed the text in the beginning of the Records of Time: The End chapter. This was an error, and was not meant to be the same as the original Bayonetta's text.9

References#


  1. https://www.platinumgames.co.jp/games/bayonetta2↩︎
  2. https://www.platinumgames.com/games/bayonetta-2↩︎
  3. https://www.nintendo.co.uk/Games/Wii-U-games/Bayonetta-2-765382.html↩︎
  4. https://www.nintendo.co.uk/Games/Nintendo-Switch-games/Bayonetta-2-1313750.html↩︎
  5. https://www.gamespot.com/articles/au-new-releases-bayonetta-2-launches-exclusively-o/1100-6423048/↩︎
  6. https://www.vooks.net/bayonetta-2-special-edition-switch-set-australian-release/↩︎
  7. https://en-americas-support.nintendo.com/app/answers/detail/a_id/59881/kw/how%20to%20update%20bayonetta/p/989↩︎
  8. https://www.superpixel.com/article/195260/release-date-bayonetta-1-2-chinese-version-confirmed↩︎
  9. https://automaton-media.com/en/news/20221128-16947/↩︎