Unused Stepchart Data#
x_data_US.bin (US)/x_data_UK.bin (EU), the main assets repository, contains several early stepchart data files, as listed below:
On Both#
Kind Lady
Named kind_org_all.ssq in the executable. The step structure is the same, save for the absence of freeze arrows.
Download Kind Lady (early chart data) File: DDRultramix-kindEARLY.zip (5,40 MB) (info) |
La Señorita Virtual
Named virt_all_old.ssq in the executable. While the steps are the same, the event parameters and BPM breakdown are different:
Event Parameters
{|class="wikitable" style="border: none; background: none; text-align: center;" !style="border: none; background: none;"| !Early !Final |- !Time Signature x/4 |4 / b0 |4 / b12 |- !First Beat |b0 |b12 |- !Here We Go |b8 |b16 |- !Practice Scroll |b16 |b20 |- !Last Beat |b283 |b288 |}
Tempo Parameters
{|class="wikitable" style="border: none; background: none; text-align: center;" !style="border: none; background: none;"| !Early !Final |- !width=50px|Beat !colspan=2|Value |- !0 |175.61 |175.61 |- !16 |181.818 |187.5 |- !20 |182.125 |182.278 |- !68 |182.741 |182.278 |- !84 |182.166 |182.233 |- !195 |182.209 |181.985 |- !228 |181.665 |182.271 |}
Sana Mollete Ne Ente
Named sana_org_all.ssq in the executable. While the chart structures are mostly similar to the final game, they have extra freeze arrows.
Download Sana Mollete Ne Ente (early chart data) File: DDRultramix-sanaEARLY.zip (5,68 MB) (info) |
SO IN LOVE
Named soin_org_all.ssq in the executable. Most of the charts are different, emphasis for Double LIGHT.
Download SO IN LOVE (early chart data) File: DDRultramix-soinEARLY.zip (5,18 MB) (info) |
THE EARTH LIGHT
Named nazo_org_all.ssq in the executable. While the chart structures are mostly similar to the final game, they have extra freeze arrows.
Download THE EARTH LIGHT (early chart data) File: DDRultramix-nazoEARLY.zip (5,79 MB) (info) |
(Source: Wanny)
Ultramix Only#
BALLAD FOR YOU
Named bald_org_all.ssq in the executable. While the chart structures are the same as the final game, they have much more freeze arrows.
Download BALLAD FOR YOU (early chart data) File: DDRultramix-baldEARLY.zip (5,66 MB) (info) |
HYPNOTIC CRISIS
Named hypn_org_all.ssq in the executable. While the chart structures are mostly similar to the final game, they have extra freeze arrows.
Download HYPNOTIC CRISIS (early chart data) File: DDRultramix-hypnEARLY.zip (5,05 MB) (info) |
INSERTiON Machine Gun Kelly Mix
Named ins2_all_chris.ssq in the executable, likely a reference to Chris Won, who is credited as an "Artist" for the game. All 6 charts are completely different in comparison to the final data, and so is the sync.
Download INSERTiON Machine Gun Kelly Mix (early chart data) File: DDRultramix-ins2EARLY.zip (6,11 MB) (info) |
Event Parameters
{|class="wikitable" style="border: none; background: none; text-align: center;" !style="border: none; background: none;"| !Early !Final |- !Time Signature x/4 |4 / b0 |4 / b8 |- !First Beat |b0 |b8 |- !Here We Go |b0 |b12 |- !Last Beat |b216 |b220 |}
Tempo Parameters
{|class="wikitable" style="border: none; background: none; text-align: center;" !style="border: none; background: none;"| !Early !Final |- !width=50px|Beat !colspan=2|Value |- !0 |139.467 |139.806 |- !16 | |139.458 |- !128 |69.948 |69.858 |- !152 |139.175 |139.319 |}
(Source: Wanny)
Unleashed Only#
CALL ME
Named call_org_all.ssq and call_all_kengo.ssq in the executable, the latter being a reference to Kengo Suzuki, who is credited as a "Senior Artist" for the game. Data-wise, while the former differs in the aspect of having more freeze arrows, the latter differs in almost every way, from completely different steps to a completely broken sync.
Download CALL ME (early chart data) File: DDRultramix-callEARLY.zip (5,86 MB) (info) |
Event Parameters
In addition to these changes, call_org_all.ssq has a 2/4 Time Signature parameter set at beat -2, which the other two files don't have.
kengo |
org |
Final |
|
|---|---|---|---|
Song Start |
b-4 |
b-2 |
b-2 |
Here We Go |
b0 |
b2 |
b2 |
Tempo Parameters
{|class="wikitable" style="border: none; background: none; text-align: center;" !style="border: none; background: none;"| !kengo !Final |- !width=50px|Beat !colspan=2|Value |- !-4 |142.857 |142.857 |- !0 |142.292 |142.292 |- !16 |142.551 |142.012 |- !32 | |142.292 |- !64 | |142.012 |- !112 | |142.857 |- !120 | |142.199 |- !168 | |141.573 |- !171 |142.589
(0.933s stop) | |- !182 | |143.836 |- !196 | |141.608 |- !214 | |143.141 |- !230 |170.554 |146.617 |}
EBENEEZER GOODE
Named good_chris.ssq in the executable, another reference to Chris Won. Differences can be found in all 6 charts and in the sync:
Download EBENEEZER GOODE (early chart data) File: DDRultramix-goodEARLY.zip (5,24 MB) (info) |
Event Parameters
It's worth to note that in the early file, the value of the Last Beat parameter precedes that which determines when a chart should end/go to the results screen, which is positioned at b196.
Early |
Final |
|
|---|---|---|
Song Start |
b0 |
b8 |
Last Beat |
b192 |
b200 |
Tempo Parameters
{|class="wikitable" style="border: none; background: none; text-align: center;" !style="border: none; background: none;"| !Early !Final |- !width=50px|Beat !colspan=2|Value |- !0 |126.054 |125.545 |- !32 | |126.06 |- !184 | |127.358 |}
HEART OF GLASS
Named hofg_chris.ssq in the executable, another reference to Chris Won. Differences can be found in all 6 charts and in the sync:
Download HEART OF GLASS (early chart data) File: DDRultramix-hofgEARLY.zip (5,49 MB) (info) |
Event Parameters
{|class="wikitable" style="border: none; background: none; text-align: center;" !style="border: none; background: none;"| !Early !Final |- !Song Start |b0 |b8 |- !Here We Go |b8 |b12 |}
Tempo Parameters
{|class="wikitable" style="border: none; background: none; text-align: center;" !style="border: none; background: none;"| !Early !Final |- !width=50px|Beat !colspan=2|Value |- !0 |114.513 |114.467 |- !16 | |114.467 |- !64 |116.129 |119.205 |- !68 |114.964 |114.441 |- !96 |114.407 |114.407 |- !99 |110.837 |114.213 |- !104 |114.650 |113.208 |- !108 |114.496 |114.471 |- !153 | |114.65 |- !177 | |113.793 |- !184 |114.650 | |}
JERK IT OUT
Named jerk_all_kengo.ssq in the executable, another reference to Kengo Suzuki. Minor differences can be found in all charts sans Single LIGHT.
Download JERK IT OUT (early chart data) File: DDRultramix-jerkEARLY.zip (5,68 MB) (info) |
Event Parameters
NOTE: The early charts have their notes placed four beats earlier than the final ones.
Early |
Final |
|
|---|---|---|
Song Start |
b-8 |
b-3 |
NU FLOW
Named flow_all_nakajima.ssq in the executable, a reference to Takahiro Nakajima, who is also credited as an "Artist" for the game. All 6 charts are different from the final data.
Download NU FLOW (early chart data) File: DDRultramix-flowEARLY.zip (5,90 MB) (info) |
Event Parameters
NOTE: The early charts have their notes placed four beats earlier than the final ones.
Early |
Final |
|
|---|---|---|
Song Start |
b-16 |
b-4 |
SIZE OF A COW
Named acow_org_all.ssq and acow_all_kengo.ssq in the executable, the latter being another reference to Kengo Suzuki. Unlike both of CALL ME's unused charts, these two are fairly similar, though still different from the final data.
Download SIZE OF A COW (early chart data) File: DDRultramix-acowEARLY.zip (6,26 MB) (info) |
Event Parameters
In addition to this change, both early files lack a 3/4 Time Signature marker at beat -3.
kengo |
Final |
|
|---|---|---|
Song Start |
b-4 |
b-3 |
Tempo Parameters
{|class="wikitable" style="border: none; background: none; text-align: center;" !style="border: none; background: none;"| !kengo !Final |- !width=50px|Beat !colspan=2|Value |- !-4 |142.857 |142.857 |- !0 |150 |151.261 |- !4 |148.914 |149.289 |- !32 | |146.341 |- !36 |149.533 |149.378 |- !68 |149.223 |149.223 |- !100 |148.966 |149.378 |- !116 | |148.76 |- !148 |149.068 |149.223 |- !180 |149.223 |148.76 |- !184 | |149.485 |- !212 |149.123 | |- !213 | |148.454 |- !229 |140.625 |145.161 |- !230 |150.838 |150 |- !236 |147.139 |148.454 |- !252 | |150 |- !256 | |142.405 |- !258.5 | |135 |}
(Source: tikal.)
UP THE BRACKET
Named nakajima_brac_all.ssq, another reference to Takahiro Nakajima. All six charts are different from the final data.
Download UP THE BRACKET (early chart data) File: DDRultramix-bracEARLY.zip (6,01 MB) (info) |
Event Parameters
{|class="wikitable" style="border: none; background: none; text-align: center;" !style="border: none; background: none;"| !Early !Final |- !Song Start |b4 |b0 |- !Here We Go |b8 |b4 |- !Last Beat |b312 |b308 |}
Tempo Parameters
{|class="wikitable" style="border: none; background: none; text-align: center;" !style="border: none; background: none;"| !Early !Final |- !width=50px|Beat !colspan=2|Value |- !0 |181.360 |181.208 |- !16 |181.818 |181.818 |- !48 |182.741 |182.741 |- !72 |181.360 |181.360 |- !104 |183.673 |183.673 |- !128 |181.360 |181.360 |- !160 |162.278 |162.278 |- !208 |181.360 |181.360 |- !240 |182.125 |182.125 |- !264 |182.973 |182.973 |- !296 | |182.278 |}
(Source: Wanny)
Unused Graphics#
All of these can be found inside x_data_US.bin (US)/x_data_UK.bin (EU) unless noted otherwise.
Demo Leftover#
Referenced as coming_soon.dds and coming_soon.tga in the executable is a leftover from a demo:

Test Graphics#
Referenced as memory_unit_manager_test.dds and memory_unit_manager_test.tga in the executable is a screenshot from early in development, showcasing the Memory Unit Manager menu.

(Source: tikal.)
Another test graphic, labeled as text_test.tga and text_test.dds in the executable, showcases different takes for the judgment graphics.

(Source: tikal.)
How To Play#
While this game does not have a How To Play screen, graphics for it can be found, and are referenced in the executable:
howtoplay_bg.dds
howtoplay_howtoplay.dds
howtoplay_line.dds
howtoplay_target.dds
howtoplay_text.dds
(Source: MadkaT)
textures.kbr#
textures.kbr is a different texture repository, most of them compressed under DTX1. Curiously, many early/unused song graphics can be found here:
0x8000 - what_tb / what_th
Graphics for What is Love?. While the song is not necessarily unused, these two graphics differ from the final version; there's no [SP4] tag in the banner, and the text in the title tag is colored differently.
0x12000 - unbe_tb / unbe_th
Graphics for UNBELIEVABLE. It's the first scrapped license in the list, though it would later appear in the arcade release of DanceDanceRevolution SuperNOVA2. Curiously, the banner's background image is directly taken from the background of the song MY FIRE, as seen in the original version of the first Dance Dance Revolution arcade game.
0x1C000 - trib_tb / trib_th
Graphics for Tribal Dance Almighty Mix. This second scrapped license in the list had previously appeared in Dance Dance Revolution 5thMIX.
0xB7000 - itri_tb / itri_th
Graphics for Do It Right. The song had previously appeared in Dance Dance Revolution Konamix.
0xDA000 - groo_tb / groo_th
Graphics for Groove 2001. The song had previously appeared in the American release of DDRMAX.
0xE9000 - geno_tb / geno_th
Graphics for GENOM SCREAMS. The song also had previously appeared in Dance Dance Revolution Konamix.
0xF3000 - eyes_th / eyes_tb
Graphics for In My Eyes. While the song is not necessarily unused, these two graphics differ from the final version; the artist credit is riewo instead of ric.
0x102000 - ecst_tb / ecst_th
Graphics for ECSTASY. The song also had previously appeared in the American release of DDRMAX.
0x15C000 - mtlh_th / mtlh_tb
Graphics for ALL MY BEST FRIENDS ARE METALHEADS, the third scrapped license in the list. Unlike UNBELIEVABLE and Tribal Dance Almighty Mix, this song has not made a proper appearance in the series yet.
0x166000 - gris_th / gris_tb
Graphics for GROOVE IS IN THE HEART. The fourth scrapped license in the list, it was also canned from another game in the same series.
0x16B000 - part_th / part_tb
Graphics for get the party started, the fifth and last scrapped license in the list. It also has not made a proper appearance in any DDR game yet.
(Source: tikal.)
Early Graphics#
Exclusive to Dancing Stage Unleashed is an early set of graphics for the song CALL ME, stored at offsets 0x7545000 (background) and 0x7585800 (banner).

(Source: tikal.)
Unused Music#
Located in 0xB85000 of music.sng is an audio file labeled uisp, which plays an early version of the intro BGM, with a different announcer line.
Also in music.sng, at offset 0xA16800, is an audio file labeled uigo, which doesn't seem to be used in the final game at all.
Unused Code#
Found in offset 0x40BC800 of x_data_US.bin (US)/x_data_UK.bin (EU) is a file labeled Performance Data Test.csv, which is an unused background animation controller created for testing purposes.
Download Performance Data Test File: DDRultramix-performancedatatest.zip (694 B) (info) |
(Source: tikal.)
Unused Videos#
Inside of the movies directory are the game's background animation movies, 18 of which never seem to be called by any song in any of the game's versions, including DLC data.]
- jabfca.xmv, jabfcb.xmv, jabfcc.xmv, jabfcd.xmv - Depict a spaceship and lasers. They go unused in favor of a "merged" variant of these movies, labeled as jabfce.xmv, which is used in the song GRADIUSIC CYBER.
- jareta.xmv - Depicts a series of crystal shards.
- jbreaa.xmv - Part of the original Dance Dance Revolution's intro video.
- jcmont.xmv - Depicts a rainbow human silhouette.
- jehnaa.xmv - Depicts fireworks.
- jfafra.xmv - Depicts Afro. The only appearance of this movie, barring recycled background scripts, was in the song LET'S GROOVE, in DDRMAX.
- jrormc.xmv - The infamous "are you enjoy" video from WITCH DOCTOR (GIANTS TOONS VERSION), in DDRMAX.
- jrsawa.xmv - Depicts water with rising bubbles.
- jrwgra.xmv - Depicts a moving "groove" text with a rainbow background. Prior to this game, it was only used in the song Groove, in DDRMAX and DDRMAX2.
- jsasda.xmv - Depicts a series of rotating cubes.
- jtstrg.xmv, jtstrh.xmv - Depicts a rotating cube with floating text.
- jtufoa.xmv - Depicts an alternating "UFO/UMA" text.
- jtwaka.xmv - Depicts the text "SCREAM" alongside rotating squares.
- jtwakb.xmv - Depicts the text "SIGNAL" alongside rotating squares in unison.
(Source: Spitz7564)
Development-Related Text#
Readme#
Stored at offset 0x40C0800 of x_data_US.bin (US)/x_data_UK.bin (EU) is a file referenced as !README!.txt in the main executable. It contains some instrutions about image compression:
Some rules on compression for DDR...
1) Delete all .dds files found in R:\_xbox\data_bin\source\Compressed_Textures.
Make sure you DON'T DELETE this file!
2) copy the source and songs folders to local directory
3) For the songs folder, run the compression tool as follows:
c:\> zMakeTextures -resize -nomip -colorkey -r -c songs
This will resize and compress all textures using colorkey replacement.
4) For the source folder, run the compression tool as follows:
c:\> zMakeTextures -nomip -colorkey -r -c source
This will compress all textures using colorkey replacement but it will not
resize any non-power of 2 textures it encounters (and, as a result, will not
compress them either).
5) Delete the following compressed textures:
toon.dds
arrow00.dds
arrow01.dds
arrow02.dds
arrow03.dds
arrow04.dds
arrow05.dds
arrow06.dds
arrow07.dds
arrow08.dds
arrow09.dds
freeze_arrow00.dds
freeze_arrow01.dds
freeze_arrow02.dds
freeze_arrow03.dds
freeze_arrow04.dds
freeze_arrow05.dds
freeze_arrow06.dds
freeze_arrow07.dds
freeze_arrow08.dds
freeze_arrow09.dds
result_evaluation.dds
6) copy all newly compressed .dds files from your local folders
into R:\_xbox\data_bin\source\Compressed_Textures
7) you're done!
(Source: Wanny)
Hungry#
Offset 0x1C2574 (US) / 0x1C260C (EU) of default.xbe contains the following message:
I WANT CHICKEN
As revealed by the July 1, 2003 prototype, this command seems to be an Austin Powers reference.
(Source: tikal.)
Regional Difference#
Each of the game's releases have its share of exclusive songs. The list goes as follows:
US |
Europe |
|---|---|
|
|