the cutting room mirror

Unused Cutscenes

This article has a talk page!
view on tcrf.net

This is a sub-page of Danganronpa Another Episode: Ultra Despair Girls (PlayStation Vita).

To do:

  • Find more unused cutscenes and record them.
  • See if there's any differences in versions for other platforms and languages.
  • Record unlisted cutscenes, if possible.

The data/_evt directory contains all of the game's cutscenes (or "events", as the skip confirmation dialog refers to them) in ev8 format, including unused ones. This directory also contains ev8 files used for map entity placement, however they are out of scope of this page. The directory itself can be found in the cpk/dso_en.cpk file in the English PS Vita version and in the en/a3.cpk file in the English Windows version.

Each cutscene listed below also contains a corresponding ID from events.bnd/events64.bnd file, starting with 1 (0th entry in both files does not contain any data and trying to load it will result in a crash). English Windows version was used for recording.

As these cutscenes were loaded by changing ID of an existing cutscene to ID of an unused one, any maps and skyboxes should not be considered part of an unused cutscene.

e90_001_000#

  • Event ID: 49

An extremely early version of the cutscene where Komaru is captured by the Warriors of Hope and later meets Toko on the hospital rooftop. The cutscene also contains a movement tutorial, which isn't present in the final (the game shows walking controls on the left side of the screen when starting a new game instead).

e90_002_000#

  • Event ID: 50

Contains a slightly different version of the walking tutorial from e90_001_000.

e90_003_000#

  • Event ID: 51

Contains a single line of text which reads "テキストe90_003_000" (Text e90_003_000). Text box is not displayed in this cutscene.

e90_005_000#

  • Event ID: 52

An early version of the Hacking Gun tutorial. This tutorial only explains the controls for aiming and shooting, and in the final the Move panels are introduced later in a different tutorial.

e90_005_002#

  • Event ID: 54

An early version of the Despair Time tutorial. In the final, the Despair Time is explained only when the player runs out of hearts for the first time. The text is also different from the final.

e90_005_003#

  • Event ID: 55

An early version of the consumable items tutorial. The wording is different from the final. The cut-off text says "In present boxes, there are things such as hearts or battery for the stun gun."


This cutscene does not end by itself and the only way to end it is to skip it.

e90_005_004#

  • Event ID: 56

An early version of the Monoku-Man arcade machine tutorial. This is the first part of the tutorial.

e90_005_005#

  • Event ID: 57

An early version of the Monoku-Man arcade machine tutorial. This is the second part of the tutorial. This version does not mention the viewing shortcut (accessible by pressing Select button/F1 in the final) and instead mentions that you have to walk up to the arcade machine if you want to view the room again.

e90_005_006#

  • Event ID: 58

An unused Bomber Monokuma tutorial. The cut-off text says "You'd be able to defeat them in one blow with Break , but it'd trigger an explosion."

e90_005_007#

  • Event ID: 59

An early version of the tutorial which explains how Bomber Monokumas can be used to kill multiple enemies at once. This version is a lot shorter than the final.

e90_006_000#

  • Event ID: 60

An extremely early version of the cutscene where Komaru and Toko meet Yuta Asahina. The text in the cutscene seems to suggest that the gameplay segment where Komaru, Toko and Yuta run across the bridge and a cinematic where Yuta dies from an explosion weren't finished at this point.

e90_006_002#

  • Event ID: 62

A cutscene where Komaru notices a present box and thinks she should open it before going further. Judging by the Monoku-Man arcade machine nearby, this cutscene would've been triggered if the player tried to go further without getting the Dance bullet type first. In the final the player gets the Dance bullet type in the same cutscene where Komaru runs into the kid with the present box.

e90_007_000#

  • Event ID: 63

An early version of the cutscene where Komaru and Toko get back the stolen key to the subway station. The text in this version contains minor differences from the final.

Unlisted Cutscenes#

Below is a list of cutscenes that do not have corresponding entries in the events.bnd/events64.bnd file, but are present in the data/_evt directory.

<pre style='white-space: pre-wrap; overflow: auto;> e02_080_000.ev8 post_test.ev8 test06.ev8 test07.ev8 test08.ev8 test50.ev8

Non-Existent Cutscenes#

Below is a list of entries from the events.bnd/events64.bnd file, that do not have a corresponding file in the data/_evt directory.

<pre style='white-space: pre-wrap; overflow: auto;> test_kaku.ev8 e02_074_007.ev8 e02_074_008.ev8 e02_074_009.ev8 e02_074_010.ev8 e11_007_000.ev8 e11_008_000.ev8 e11_009_000.ev8 e11_010_000.ev8 e11_011_000.ev8 e11_012_000.ev8 e13_003_000.ev8 e13_003_001.ev8