This is a sub-page of Deltarune.
Dogcheck#
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To do: |
Every chapter of Deltarune includes a Dogcheck screen that appears when attempting to load into any room that isn't registered in the internal list of room IDs. For Chapter 1, any room ID from 10283 to 10423 is considered valid. This includes all normal gameplay rooms and a few unused ones, but excludes special rooms like menus and shops as well as debug rooms.
For compatibility with saves made in the demos, IDs 2-142 and 283-423 also map to the same rooms. When using these it's not possible to load a save into a room that comes directly before a room with a SAVE point in the internal list. It will place the player in the SAVE point room instead, due to a hack added to account for room IDs shifting in a Chapter 1 & 2 demo update.
The Dogcheck screen itself is relatively uninteresting in Chapter 1, just showing the Annoying Dog sleeping like the alternate version from Undertale, but with a new song. As the chapters go on, however, the Dogcheck rooms become increasingly elaborate.
Debug Mode#
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Please elaborate. |
This chapter's debug mode seems to have had significantly more objects and scripts added to it since the LTS demo, but they were all dummied out for the final release. Even debug content present in the original SURVEY_PROGRAM demo has been dummied out.
Development Text#
At the start of lang_en.json and lang_ja.json are the following strings, respectively:
"date": "1540902565549",
"date": "1540902546049",
These are millisecond-specific Unix timestamps corresponding to October 30, 2018 at 12:29:25.549 and 12:29:06.049 UTC, respectively. They presumably represent the last times that the files were generated before release.
(Source: Original TCRF research)
Unused Objects#
obj_initializer#
An early version of the object used to initialize many important global variables the game uses, such as character data, item and spell info, enemy data, and more. Nearly all of its code was moved to the script scr_gamestart, which is ran by obj_initializer2, presumably the replacement for this object. Oddly, this object also has a Draw event that sets the draw color (the color many functions will apply to things such as text and sprites) to a random number from 0 to 60000. Differences from scr_gamestart include:
- Kris and Susie are set as the default party members instead of just Kris.
- The default defense value is 0 instead of 2.
- No data for weapons or armor is initialized.
- Susie has 120 HP instead of 110.
- Ralsei has 12 Magic instead of 7.
- Kris doesn't have their spell set to ACT, and Ralsei's only spell is Pacify.
- Every item slot is set to Dark Candy instead of being empty.
- A global array with 11 slots named
global.l_itemis initialized, which the final version never does. It's possible this is an early version of the Light World inventory, in which case half the items would be set to Hot Chocolate while the other half would be set to Pencil. - TP is set to 500 by default while the max TP value is set to 1000, much higher than the 0 default TP and 250 maximum TP of the final game.
- The default enemy name is set to "TESTOBJECT" instead of "G BODY".
- The default text portrait is Ralsei and the default typer is typer 3, an unused one that's similar to the generic Light World typer but with a slower speed and *slightly* different text color, while the final default text portrait is empty and the final default typer is the generic Light World typer.
- The variable for being in the Dark World is set to true instead of false.
- The small messages that appear in some text boxes have default messages of "* i1" and "* i3" instead of being blank.
- Several default lines of text for the text boxes are defined that test switching text portraits and typers, which were blanked out in the final version.
Despite this object remaining unused in each chapter following this, it has recieved minor alterations, possibly due to confusion about whether this object is used or not:
- Chapter 2 added code that initializes the gold variant of the damage numbers' font, changed the variable that makes Susie attack automatically to be set to 0 instead of 1, changed the default enemy name to "Known Quantity", and removed the test messages.
- Chapter 4 added code at the end that initializes some variables for the microphone functionality used in the Mike Minigames.
- Chapter 5 removed the previous code, but also added code to create an instance of
obj_debugProfilerin debug mode.
obj_king_body#
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To do: |
An object that seems to have been used for creating King's attacks, as it consists almost entirely of debug code for spawning them. It runs its own attack timer and attack ending code rather relying on the battle system's. Much of its code was later copied to King's enemy object and further altered. The object for the battle box that bounces off of walls still references this object when being destroyed, setting its active variable to 1 if an instance of it exists.
Unused Music#
Dog Check#
Dogcheck's back, baby, and with an all-new song. Setting your savefile to start you in a room ID considered invalid will play this chill tune while a sleeping dog replaces whatever you were trying to sneak into; we'll leave it up to you to decide whether or not that qualifies as "unused". The variable that holds the reference to the audio track when played is called SONG_THAT_EMERGES_FROM_A_SLEEPING_DOG. It's also titled Dog Check in the UNDERTALE 6th Anniversary livestream.
The beginning of the song would later be used in-game in Chapter 3, during the second TV Time credits sequence, but it cuts off before the Annoying Dog melody starts playing. It's also the default song for the scr_musicer function added in the same chapter, which creates an object to play music.
thrash_rating#
This track's name implies that it was intended for when Susie rates the Thrash Machine that the player designs. In the final game, Lancer just continues playing here.
This track would finally appear in-game in Chapter 5, titled Ride the Board in the OST, though it uses a different audio file with a fade-out added to the end.
(Source: Original TCRF research)
Unused Sounds#
snd_error A generic error sound. Only referenced twice:
- In the first floor of Card Castle, the object to switch rooms used for the elevator on the far right will use this sound if its X position is less than 1300. Since its X position is 1494, this doesn't happen.
- The choicer object will play this sound when the room starts. Since a choicer object shouldn't exist when a room starts, this sound will never be heard.
This sound is later used outside of Chapter 1 in several places.
Due to the change in the file system introduced in Chapter 1 & 2's LTS Demo, this specific file is not referenced by any of the Chapters; rather, duplicates exist in the respective Chapters' files.
snd_battleenter If the filename is to be believed, this was once used as the sound that plays when you enter battle. In-game, two instances of snd_tensionhorn are played with the second being 10% higher in pitch, followed by snd_impact and weaponpull_fast once the characters slide into place. Later used in Chapter 2 for the hanging plug gimmicks at the start of Cyber Field and end of Queen's Mansion, though it's pitched up 50%. It also plays when the unused ambush mechanic that's present in Chapter 2 onwards is activated, in which case it is actually used for entering a battle!
snd_creepylaugh A laugh used by certain enemies (most notably Muffet) in Undertale. Would later be used in Chapter 5.
snd_cymbal Pretty self-explanatory. Later used in Chapter 3 when completing the quiz with correct answers throughout Board 1.
snd_drumroll Also self-explanatory. This sound effect was taken from Undertale. Would be later used in Chapter 3.
snd_ehurt1 A sound used by certain enemies when they take damage and by Flowey after he gets hit by Toriel's fire magic in Undertale.
snd_hit A sound used in Undertale for the Ballet Shoes, Torn Notebook, Burnt Pan, and Empty Gun's timed hits. Specifically, it's used when a "bolt" is hit in close proximity to the center of the attack box.
snd_hurtsmall A 'small' hurt sound. Although it's from Undertale, it's unused there as well.
snd_mouse The mouse hole sound effect from Undertale. Could have been related to the unused MouseToken armor. Later used in Chapter 2 for the Annoying Mouse Room puzzles.
snd_stardrop Used in Chapter 2 for when the SuperCharge ACT runs out during the Spamton NEO fight.
snd_susieroar Susie roaring.
snd_txtecho An echoing text sound for Susie, used in a cut part of CONTACT immediately before Kris wakes up. The sound is a slowed down and echoed version of Susie's normal text sound.
snd_txtpap Papyrus's dialogue sound from Undertale. Papyrus does not appear in Chapter 1 of Deltarune, and as such has no dialogue.
While this sound isn't referenced anywhere in the final game, the unused debug menu present in the Switch Chapter 1 demo refers to typer ID 15 as "pap font", indicating that it may have once been intended to use this sound.
snd_voice1 What appears to simply be a duplicate of Alphys's (used) text sound. Has an oddly generic name, despite the fact that its used counterpart is used by a major character. It is also not present in Undertale.
(Source: Original TCRF research)
Unused Items#
Items#
ID |
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Full name |
BrokenCake |
GigaSalad |
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Battle name |
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Full description |
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Battle description |
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Target type |
Individual |
Individual |
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Usable |
Yes |
Yes |
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Use text |
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Character comments |
Susie |
(No comments) |
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Ralsei |
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Value |
5 |
10 |
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Notes |
This was replaced with key item #3 (BrokenCake), the main difference being that the key item cannot be consumed or sold. |
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(Source: Original TCRF research)
Manual#
English |
Japanese |
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If you throw out the manual three times.
(Source: Original TCRF research)
Weapons#
ID |
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Name |
EverybodyWeapon |
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Description |
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Attack |
+12 |
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Defense |
+6 |
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Magic |
+8 |
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Ability |
(No ability.) |
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Value |
150 |
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Characters |
Kris |
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Susie |
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Ralsei |
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Notes |
Probably for dev purposes; the weapon is fairly overpowered and is able to be used by multiple characters (unlike any other weapon). This weapon also does not have an icon, unlike the others (given that it is not a sword, axe, or scarf). |
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In addition to these unused weapons, there are also several stats that are not used by any weapon:
weapondf: DF; defense. This stat is taken into account by the game, and is simply unused due to the fact that none of the weapons in the game increase defense (...other than the EverybodyWeapon). Would later be used by the BounceBlade in Chapter 2.weaponbolts: Bolt amount. Determines the amount of 'bolts' (the moving bars that appear when attacking) which appear while attacking. Set to 1 for all weapons, and is overwritten with 1 anyway, but the functionality IS programmed in.weaponstyle: It is unclear what the 'weapon style' stat would have been used for. On startup, it is set to a default value of "Normal", though this is overwritten by the stats of individual weapons ("?" for all weapons, and " " for the null weapon). The game checks the stat when displaying the EQUIP and POWER menus, though does not display it or do anything else with it. It's possible that this would be for weapons that have multiple bolts when attacking, like the Empty Gun in Undertale.weapongrazeamt: Graze amount. Would have added to the amount of TP gained when 'grazing' bullets with your SOUL, but this was never implemented for weapons. Set to 0 for all weapons.weapongrazesize: Graze size; TP range. Would have altered the range at which you can graze bullets, but this was never implemented for weapons. Set to 0 for all weapons.
(Source: Original TCRF research)
Slot Weapons#
English |
Japanese |
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If the weapon slot is empty, but the weapon cannot be removed.
(Source: Original TCRF research)
Wood Blade#
If you try to give the Wood Blade to Susie before the first Lancer fight, this text is supposed to be shown (in place of her usual [non-]equip text):
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There are multiple things that prevent this from happening. Firstly, since it's impossible to unequip weapons and thus impossible to have the Wood Sword in your inventory, it is impossible to try to give it to Susie at all. Secondly, there is a typo in the code here; the variable wmessage2tempt is set instead of the correct wmessage2temp, so Susie's normal text would be shown anyway, even if you could try to give it to her at this point.
(Source: Original TCRF research)
Armor#
ID |
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Name |
Pink Ribbon |
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Description |
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Attack |
0 |
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Defense |
+1 |
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Magic |
0 |
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TP range |
+20 |
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Ability |
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Value |
100 |
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Characters |
Kris |
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Susie |
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Ralsei |
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Notes |
Almost identical to armor #4, White Ribbon, though it has a lower defense value. It claims to increase TP Range, but nothing actually happens while wearing it in battle. This was later used in Chapter 2, though with different use dialogue and its TP Range boost actually being implemented. |
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There are several stats that are unused by any armor:
armorbolts: Bolt amount. As with the weapon equivalent, this is completely unused (not even coded in), but likely would have increased the amount of bolts (i.e. the moving bars that appear while attacking) for the character wearing the armor. Set to 0 for all armors.armorgrazeamt: Graze amount. Would have added to the amount of TP gained when 'grazing' bullets with your SOUL, but this was never implemented. Set to 0 for all armors. Although the TensionBow would later increase TP gained when grazing in Chapter 2, this variable still went unused, as the game directly checks for the TensionBow instead of checking thearmorgrazeamtvariable of all armors.armorgrazesize: Graze size; TP range. Alters the range at which you can graze bullets. Although it's set to 20 for the the unused item Pink Ribbon, as well as its used counterpart in Chapter 2 onward, this variable is also never actually used, as the game directly checks for the armors that increase TP Range (Pink Ribbon and TwinRibbon) instead of checking this variable. Set to 0 for all used armors in Chapter 1.
(Source: Original TCRF research)
Light World Items#
Light World items, which use Undertale 's inventory system, are not segregated into separate types of items.
When you return to the Light World at the end of Chapter 1, the game checks what your equipped Dark World weapon is. If it is the Spookysword, your Pencil will be replaced with the Halloween Pencil. If it is the Trefoil (unused; see above), your Pencil will be replaced with the Lucky Pencil. There is no other way to obtain these items, leaving the Lucky Pencil unused.
ID |
Name |
Description |
AT |
Use text |
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Lucky Pencil |
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+1 |
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Additionally, when the Ball of Junk is dropped, all items, weapons, and armors in your Dark World inventory (i.e. not including equipped weapons/armors or key items) will be deleted. Since the player is unable to return to the Dark World in Chapter 1, this behavior cannot be seen in said chapter.
(Source: Original TCRF research)
Since you never have more than one Light World weapon or armor and it is impossible to unequip them, the names and descriptions of the Light World weapons and armors are left unused.
ID |
Name |
Description |
Use text |
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Pencil |
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Bandage |
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Halloween Pencil |
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Despite its description, the Bandage only heals 1 HP.
These unused strings also have Japanese translations:
ID |
Name |
Description |
Use text |
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エンピツ |
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ばんそうこう |
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ハロウィンエンピツ |
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(Source: Original TCRF research)
Light World Menu#
If your equipped weapon or armor is undefined, None (or なし) will be displayed in its place. Additionally, if the name of your Light World character (which is always "Kris" or "クリス") is longer than 6 characters, ??? (or ???) will be displayed next to it.
(Source: Original TCRF research)
English |
Japanese |
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Items#
scr_litemdesc (descriptions for Light World items):
English |
Japanese |
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(Source: Original TCRF research)
scr_itemdesc_oldtype (descriptions for the old unused items):
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(Source: Original TCRF research)
Old Items#
These items are defined in scr_itemdesc_b and scr_itemdesc_oldtype. Nothing is present of them other than their descriptions. The formatting of the descriptions (with manual line breaks) indicates that these descriptions probably predate the addition of automatic line wrapping to Deltarune 's dialogue system; this along with the style of the descriptions appears to indicate that these items probably used Undertale 's inventory system, or a system much more like it than the final one.
ID |
Full description |
Battle description |
Notes |
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An early version of Dark Candy. Note that according to the descriptions, it originally healed 60 HP instead of 40. |
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Presumably the predecessor of the ReviveMint. |
(Source: Original TCRF research)
Null Items#
By default, your inventories are filled with items with ID 0, indicating empty space. Some of these null items have unused failsafe text associated with them.
Null Light World item description:
English |
Japanese |
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Null Light World item use text:
English |
Japanese |
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Null old-type item description:
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Null spell battle description (not technically an item, but...):
English |
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Japanese |
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(Additionally, the null spell has a TP cost of -1 points; -0.4% TP; meaning that it would actually increase your TP slightly if cast.)
(Source: Original TCRF research)
Heal#
English |
Japanese |
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(Source: Original TCRF research)
Unused Spells#
ID |
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Full name |
Rude Sword |
Red Buster |
Dual Heal |
Battle name |
RudeSword |
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Full description |
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Battle description |
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Cost |
125 (50% TP) |
0 (0% TP) |
0 (0% TP) |
Target type |
Enemy |
Enemy |
None |
Use text |
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Notes |
Very similar to Rude Buster, though with a few differences. Rude Sword does not take magic into account (despite the description), resulting in lower damage than Rude Buster. Unlike every other spell, Rude Sword has a different name in-battle. Also worth noting is Rude Sword's use text; similar though not quite identical to Rude Buster's Rude Sword can be cast (as "Dual-Buster") in the fight with the unused enemy monster1. Rude Sword's full description in English is identical to Rude Buster's, though the description in Japanese is slightly different; cf. the used version (which removed a space, added a 。, and slightly changed some text):
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These spells are not technically unused, though they can only be cast via ACT options in the King fight in Chapter 1 and the Queen/Berdly fight in Chapter 2; they are never actually directly available as spells. As a result, the names, descriptions, and costs of the spells are left unused. Their use text is not unused. |
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Additionally, the spell Heal Prayer has behavior defined for the overworld, where it will heal a party member by 100 HP – in the final game, TP is set to 0 at the end of a battle, making it impossible to cast spells in the overworld and thus leaving this behavior unused.
(Source: Original TCRF research)
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. Despite that area being accessible as of Chapter 4, this room is still unused androom_town_noellehouseis used for that area instead. - Room
11,room_town_apartments, is an empty black room as well, though larger thanroom_torroom. It may have been for the apartments in the town, which cannot be entered. - Room
131,PLACE_DOG, is the dogcheck room. If you edit your save file to start in a room number lesser than 1 or greater than 130, you will instead be taken to this room, where a sleeping dog serenades you with chill music. - Room
138,room_empty, is, as the name suggests, an entirely empty room, outside of Kris themself. - Room
140,room_DARKempty, is the exact same as room_empty, only using Dark World Kris instead. - Room
141,room_battletest, is an entirely empty 2x2 room with a pink background. When opened in-game, the game will stretch out the room to make an entirely pink screen, and essentially softlock.
(Source: Original TCRF research)
Unused Room Objects#
Post-Bake Sale Revive Mint#
The room right after the Bake Sale room has code for a chest containing a Revive Mint if its Y value is greater than 500, but no such chest exists, with the only chest in the room having its Y value be less than 500, containing 40 Dark Dollars.
Clover Puzzle Barrier#
The room where you must speak to 3 Clover heads to figure out what 3 suits to enter into a puzzle has code that creates an invisible barrier in the middle right path leading to one of the Clover heads if flag 235 is set to 0 (which it is by default), before instantly removing said barrier. It's possible that there was originally going to be spikes leading to that head.
Extended Dark World Entrance#
The first Dark World room that you land in after entering the closet has tiles and collision out of bounds from where you can normally see. This area was altered and moved into a separate room, room_dark1a.
Undertale Save Script#
An unused script named scr_saveprocess_ut can be found in the files, containing an identical copy of scr_saveprocess, the script that saves your file, from Undertale. It's possible that it was used early in development before Deltarune's own save system was created, or as a reference when creating Deltarune's version of scr_saveprocess. Trying to run the script will result in a crash due to variables being deleted or renamed between Deltarune and Undertale.
Oddities#
Othernames#
For some reason, the variable that holds what the player named their vessel at the start of the game, global.othername, is actually an array with 7 entries. Only the first entry is ever filled out, but each entry is still saved to the save file, resulting in 6 empty lines coming after the vessel's name. This oddity doesn't extend to the variable that contains the player's name.
Smoking Chest#
obj_treasure_room, the object for the chests that can be found around the game, has code in its Alarm 11 event (which is never ran) to spawn an instance of obj_cakesmoke and start a 6 frame countdown until the event is ran again. This code is nearly identical to the code found in obj_npc_room's Alarm 11 event, which is used for the smoking cake found in Topchef's room, the only difference being that the variable that contains the most recently created smoke cloud is an instance variable rather than a local one. This implies that the smoking cake may have originally used a treasure chest object to handle getting the BrokenCake instead of a generic NPC object.
Magnetic Audio Stream#
obj_astream, an object that helps handle the game's audio streaming system, has some strange behaviour: it's programmed to constantly move to random spots within 20 pixels of Kris. Despite the object having its visibility flag active and a generic soul sprite assigned to it, this behaviour can't be seen due to its code being in the object's Draw event, which overwrites the normal sprite drawing functions. This behaviour was removed in all other chapters.
(Source: Original TCRF research)
Rurus Kaado#
Internally, Rouxls Kaard is frequently referred to as "Rurus Kaado", a romanized variant of his Japanese name, despite the fact that the file names are in English. His actual Japanese name is "Ruruno Kaado" (ルールノー・カァドー). This was likely a basic transcription of his name into Japanese by the development team for fun, possibly something like "ルールス・カード", and was subsequently given its localized flourish by 8-4.
(Source: Original TCRF research)
Not Piss#
The sprite of Asgore watering the flowers is referred to as spr_asgoreu_notpiss, referencing a joke theory among fans of Undertale: that Asgore was pissing on the flowers in the garden right before he talks to you (based on the absence of a water can and the suspicious shaking he does). As stated by these filenames, he does not, in fact, use piss to water his flowers.
(Source: Original TCRF research)
Susie Neo#
Susie's theme for the cutscene in school where Susie pushes Kris against the lockers is referred to as s_neo.ogg, while the creepy sound effect that plays as she threatens to bite Kris' face off is called s_neo_clip.ogg. Ignoring the relevance of the word "neo" to a certain Chapter 2 boss, "neo" usually appears in Deltarune code when replacing an older version of something, so it's likely that these assets were remade at some point.
(Source: Original TCRF research)
Goner Vessel#
The vessel made at the start of the chapter is internally referred to as "GONER" by its sprites (IMAGE_GONERHEAD, IMAGE_GONERBODY, and IMAGE_GONERLEGS) and the object for selecting its parts (DEVICE_GONERMAKER), rather than "VESSEL" as one might expect. Goners are rare, monochrome NPCs from Undertale.
(Source: Original TCRF research)
Neo Ruins#
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To do: |
There is a tileset called bg_neoruins which, true to its name, contains various tiles with a palette similar to that of the Ruins from Undertale. One of these tiles is actually used as the main ground in nearly every Field room, but is covered up by the animated grass objects, with only the Egg room leaving it visible. Either the Field was planned to have a visual theme more similar to the Ruins at one point, or this was simply a revamped placeholder tileset that built off of the Ruins one.
Besides this, the fence tiles at the bottom are used for the first box puzzle room and the top-left black tile is used in a couple of rooms in the game, but the rest go completely unused.
(Source: Original TCRF research)
Shuffled Checkerboard#
The Great Board's rooms were seemingly switched around during development, as they're visited in a different order than how they're numbered:
Numbered Order |
Visited Order |
|---|---|
room_field_checkers1 |
room_field_checkers4 |
room_field_checkers2 |
room_field_checkers2 |
room_field_checkers3 |
room_field_checkers6 |
room_field_checkers4 |
room_field_checkers3 |
room_field_checkers5 |
room_field_checkers1 |
room_field_checkers6 |
room_field_checkers5 |
room_field_checkers7 |
room_field_checkers7 |
room_field_checkersboss |
room_field_checkersboss |
Early Engine Remnants#
Chapter 1's rooms are unique from the later chapters in that nearly every one has everything in it stored in compatibility layers, which are created when importing a GameMaker Studio project into GameMaker Studio 2 so that rooms don't break with 2's new room system. As this implies, Chapter 1 was likely originally made in GameMaker Studio like Undertale before being ported to GameMaker Studio 2. Some rooms, most notably in Hometown, have tiles in a layer offset from the rest as a result of this, which isn't possible without making a new layer in GameMaker Studio 2. These compatibility layers would be used in Hometown until Chapter 5, when it was almost completely retiled using GameMaker Studio 2's tile system instead, though the old layers can still be found disabled in the rooms.
(Source: Original TCRF research)
Regional Differences#
Toriel's Classroom#
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English |
Japanese |
|---|---|
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The writing on the whiteboard in Toriel's classroom is translated into Japanese.
(Source: Original TCRF research)
Thrash Machine#
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English |
Japanese |
|---|---|
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The menu for creating the Thrash Machine is translated into Japanese, for the most part; the sole exception is the "GUN'S" stat, which is shortened to "GUN" in plain English. The "CORN" and "TUNA" writing scribbled on Susie and Lancer's versions of the Plain body and Tread feet are also translated into Japanese.
(Source: Original TCRF research)
Jevil's Voice#
Line |
English |
Japanese |
Japanese Transcription |
|---|---|---|---|
"CHAOS, CHAOS!" |
カオスだヨ、カオスだネ! (kaosuda yo, kaosuda ne!) |
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"I CAN DO ANYTHING!" |
何でもできる! (nandemo dekiru!) |
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"METAMORPHOSIS!" |
変身! (henshin!) |
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"THE TRUE AND NEO CHAOS!" |
真のネオカオス! (shin no neo kaosu!) |
Similarly to Flowey's "That's a wonderful idea!" line in Undertale, four of Jevil's voice clips are redubbed in the Japanese release, using Japanese equivalents of the English lines. They seem to be spoken by the same voice actor in both versions, possibly by Toby Fox himself.
(Source: Original TCRF research)
Librarby Interior#
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English |
Japanese |
|---|---|
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The Teenz-Own banner inside the Librarby is translated into Japanese as "Teenz Corner", written in an obnoxious style where each long vowel is written out using the vowel character instead of the chōonpu (一): "ティインズ・コオナァ".
(Source: Original TCRF research)
Revisional Differences#
Version 1.00#
Launch version of Chapter 1.
Version 1.02#
Released on July 8th, 2025. Chapter 1 is updated to v1.37 on PC/Mac and v1.25 on consoles. Besides these, no currently known changes at the moment.
(Source: undertale.com - Bluesky)
Version 1.03#
Released on July 23rd, 2025. Updated Chapter 1 to v1.38 on PC/Mac and v1.26 on consoles.
- [PS5-only] Fixed an instance where fighting Jevil could occasionally crash the game.
(Source: undertale.com - Bluesky)
Version 1.04#
Released on August 5th, 2025. Updated Chapter 1 to v1.40 on PC/Mac and v1.28 on consoles. Besides this, no currently known chapter-specific changes.
(Source: undertale.com - Bluesky)
Version 1.05 (Beta Branch)#
Released on August 26th, 2025, as a beta branch called "deltarune105" on Steam. Updated Chapter 1 to v1.41 on PC/Mac. Besides this, no currently known chapter-specific changes.
(Source: undertale.com - Bluesky)