This is a sub-page of Deltarune/Chapter 2.
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To do:
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Please elaborate. |
General#
Translated Unused Chapter 1 Strings#
Oddly enough, while most of the unused strings from Chapter 1 that were originally left untranslated in the Japanese text remain unchanged or were stripped out in the Chapter 1&2 files, a handful of them have received new Japanese translations. (The English text is not new, and is included here only for comparison.)
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Unused choice prompt from CONTACT. |
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Unused scene from CONTACT. |
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Susie's unseen equip comment for the Wood Blade during Chapter 1. |
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Susie's equip comment for the Pink Ribbon during Chapter 1. |
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Ralsei's equip comment for the Pink Ribbon during Chapter 1. |
(Source: Original TCRF research)
Ralsei Fleeing part 2#
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(Source: Joe Art Maker)
This is a continuation of the previous part. Originally, in Chapter 1, some dialogue strings in the JSON file were simply written as "h/", and the Chapter 1 code did not reveal their content because it relied on the English JSON file. However, after the release of Chapter 2, Toby transferred part of the code from Chapter 1 to Chapter 2 and stopped using the JSON format for the English texts. Whether by accident or design, the complete dialogue appears in the Chapter 2 code, suggesting that it is an old version of Lancer’s dialogue. Interestingly, in the Chapter 1 JSON file, the final line was translated into Japanese, but it was not translated in Chapter 2.
(Source: Original TCRF research)
UNUSED#
Once again, strings UNUSED_slash_UNUSED_gml_1_0 through 8_0 are... unused. But this time they contain a different message; kind of a continuation to the ones in Chapter 1. The script named UNUSED references these strings, and sets them to variables called unused_0 through unused_7.
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(Source: Ro#8652, MartyStarkiller, Dobby233Liu (Japanese text))
Choice text#
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msc 5000 contains this placeholder choicer.
(Source: Original TCRF research)
Treasure Chest#
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No treasure chest contains any key item in Chapter 2.
(Source: Original TCRF research)
Small face#
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This is the default text for the side textbox messages.
(Source: Original TCRF research)
FILE#
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(Source: Original TCRF research)
"Example Cutscene" Text#
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Final |
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A bunch of text that is connected to an unused object called "obj_example_cutscene". It starts off with some placeholder text, and then turns into a slightly early version of the dialogue that plays after exiting the Computer Lab, with an extra text string at the end and a few different faces. There are Japanese variants of these strings, but they're just the English text with the normal asterisk changed to the asterisk the Japanese localization uses.
(Source: Original TCRF research)
"Cutscene Test" Text#
* Hey, is that...
Lancer!?
* What are you up to,
buddy?
* Lancer?
* Ho ho ho!!! Susie!!!
* Who says I'm Lancer?
* Of course you're
Lancer...
* ... then who's that?
(Another Lancer walks on screen)
* Hoho!
* Alright, are you Lancer
then!?
* Yes I am!
* Which one of you said
that!?
* I did!
* That's it, I'm taking a
closer look!
(Susie walks up to the two Lancers)
* Umm, so what did you
figure out?
* Uhhh...
* I'll just be friends
with both of them!
* That's the attitude!
* Hohoho! Yeah, it is!
(The fake Lancer then explodes)
* What the!?
* L-Lancer!?
* That was the fake one.
* Oh, okay.
Another set of dialogue for a test cutscene, this time being for obj_cutscene_test, which appears in the unused room_cutscene_tester room. It involves a conversation between Susie and a fake Lancer, before the real Lancer shows up.
(Source: Original TCRF research)
Sign#
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Text of a sign present in the same room, strangely resembling Berdly's check text in his second fight on the Weird Route; given the mention of "Brainshock", however, it's more likely this is a reference to EarthBound. Test smallface messages appear along with this.
(Source: Original TCRF research)
First Strike#
* First Strike!
An alternate battle start line for enemy encounter 55, two Virovirokuns. It would've been used if the enemies were ambushed, a mechanic cut from the final game.
(Source: Original TCRF research)
Hometown#
Knocking on Mettaton's Door#
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Dialog that was intended to show when knocking on Mettaton's door if you hadn't done so already in Chapter 1. The function for this checks if "visitedyest" is true, however that variable is always set to true right before the check is done, meaning the dialog for when you had knocked on his door yesterday always shows.
(Source: Original TCRF research)
ICE-E'S P"E"ZZA#
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Unused text that would have been used when interacting with the condiments on the right table in ICE-E's P"E"ZZA, however you cannot interact with those condiments as Pizzapants is sitting there. The text is specifically set to show if an interactable object's Y position is between 110 and 130 and its X position is greater than 230.
(Source: Original TCRF research)
Castle Town#
Ralsei#
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A line of dialog from Ralsei that was intended to show when the player tries to go to the castle in Castle Town before getting the ball of junk from the unused classroom that for some reason does not show.
(Source: Original TCRF research)
Café Visit with Noelle#
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When you ask the café owner in Castle Town for a "Recommendation", the game will select a random member of your current party for the owner to direct their comment towards. Even though you never get the chance to visit the café with Noelle as a party member, this script accounts for her potential presence anyway, complete with unique dialogue lines.
(Source: Original TCRF research)
Maus#
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Text intended to show when interacting with a Maus in the café, however there are no Maice in the café. This text is used when interacting with the Tasque that is in the Café, possibly suggesting there was originally going to be a Maus there.
(Source: Original TCRF research)
Poppup#
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Text intended to show when interacting with a Poppup in the café, however similar to the Maus, there are no Poppups inside the café.
(Source: Original TCRF research)
Malius#
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Unused dialog for Malius in the Top Bakery that was intended to show when selecting Leave for the first time, however the code to set the variable that tells the game you have already talked to him is mistakenly placed before the check is done, making the game always assume you have talked to him.
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DD-Burger |
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Silver Card |
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TwinRibbon |
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SpikeBand |
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TensionBow |
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TwistedSwd |
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Unused short descriptions for the items in Malius' fuse menu. These descriptions are actually present in-game, being located in the bottom left of each item's menu entry, but the text is set to be black, making it invisible on the menu box's black background. Later used in Chapter 5, where the text is set to be colored white instead.
(Source: Original TCRF research)
Susie's Castle Town Room#
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These texts are used in Susie's room if you interact with the corresponding objects when Susie is absent from the party. This situation can't happen, so these strings go unused.
(Source: Original TCRF research)
Sweet Cap'n Cakes (Castle Town)#
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Apparently, you once would've been able to change the music in Castle Town from the jukebox of the music guys' shop, rather than only being able to listen to it while inside the shop. It's worth noting that obj_musicer_darkcastle has functionality for replacing the normal music with the one specified in global.tempflag[11].
(Source: Original TCRF research, lol124)
Cyber Field#
Tasque Battle Room Switch#
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N/A (Untranslated) |
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Text for interacting with a switch in the room where a Tasque jumps out of a monitor to fight you, however no switches exist in that room.
(Source: Original TCRF research)
Arcade Machine#
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Unused text that would have appeared in the punch out arcade game against Queen informing the player that they can punch on both sides. The Japanese translation of this line was added in version 1.12.
(Source: Original TCRF research)
room_dw_cyber_virovirokun_fight/room_dw_cyber_battle_maze_2#
* (Sounds like a forcefield
powering down... or something.)
* (Nothing happened.)
Lines of text used by the unused room "room_dw_cyber_virovirokun_fight". The text also has data for being in the room with the 3 teacups and Sweet Cap'n Cakes, however it is never used there as there are no switches. A line similar to the first one is used in Queen's basement when using a switch to deactivate a forcefield but without "or something" at the end.
(Source: Original TCRF research)
Virovirokun Maze#
* Sounded like a forcefield
deactivating.
A line of text intended for the room where you must get a projectile from one of three Virovirokuns to hit a key monitor, deactivating a forcefield. When the key monitor is hit, no text appears.
(Source: Original TCRF research)
Cyber City#
Entering Spamton's Shop with Noelle#
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Normally, it's impossible for the player to enter Spamton's shop while Noelle is in the party, since she leaves before the point when it gets unlocked. However, if you unlock Spamton's shop and also hack in Noelle as a partner, she has unique reaction lines for this scenario.
(Source: Traier Meme, original TCRF research (Japanese text))
Spamton's Shop#
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This needs some investigation. |
(Source: Original TCRF research)
A puzzle with Mice#
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(Source: Original TCRF research)
Non-Ice-Cream#
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Text for interacting with the traffic cones in the room with Susie and Ralsei eating cotton candy that would show when you don't have Noelle or Susie in your party. Since it is impossible to go to this room without one of them in your party, this goes unused.
(Source: Original TCRF research)
Sweet Cap'n Cakes Without Noelle#
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CAP'N: |
CAP'N: |
SWEET: |
SWEET: |
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CAP'N: |
CAP'N: |
K_K: |
K_K: |
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Destroyed Cheese#
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This needs some investigation. |
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(Source: Original TCRF research)
"Cyber Shoes II" Addison#
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Dialogue for talking to this Addison when Susie is in the party.
(Source: Original TCRF research)
Failing to Afford the ThornRing#
During the Snowgrave/Weird route, the ThornRing can be bought from Spamton after defeating enough enemies; as with other item purchases, the game checks whether you have the money and inventory space to complete the deal and will point out if you don't with unique dialogue. However, due to the amount of battles required and the lack of any other available shop to spend currency at, it's actually impossible without glitches or hacks to be unable to afford the D$1997 price by the time the ring becomes available to purchase, rendering Spamton's reaction line for this case effectively unused.
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(Source: Original TCRF research)
room_dw_city_mice3#
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(Source: Original TCRF research)
Manhole#
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This is for a different and non-working version of the Weird Route's manhole, handled by obj_npc_sign. In the final game, obj_weirdroute_sewerEntrance handles this.
(Source: Original TCRF research)
Alternate text of the hike with Noelle#
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'...But what does it mean?' |
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(Source: Original TCRF research)
Maus#
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(Source: Original TCRF research)
room_dw_city_traffic_5_old#
Text related to the unused "room_dw_city_traffic_5_old" room.
BERDLY: |
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QUEEN: |
(Source: Original TCRF research)
Mansion#
Berdly flashbacks#
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This is the last entry in the array of possible words in the spelling bee section. For some reason, the game generates a float number in the range 0-5 (using random_range instead of irandom_range), then directly uses that to index the array, making getting this word nearly impossible.
(Source: Original TCRF research)
room_dw_mansion_east_1f_a#
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(Source: Original TCRF research)
Lever#
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(Source: Original TCRF research)
Swan Boat#
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If "Thinking of Susie" was chosen
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If "Thinking of Noelle" was chosen
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If "Thinking of Berdly" was chosen
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If "Thinking of you" was chosen
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If "?" was chosen
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Other
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The corresponding code for this seems to be absent.
(Source: Original TCRF research)
Powers Combined Old#
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(Source: Original TCRF research)
Fountain#
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This is for an incomplete version of the Weird Route Spamton NEO battle scene in obj_ch2_fountain_sideb.
(Source: Original TCRF research)
Placeholder Text#
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obj_npc_room |
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obj_npc_sign |
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obj_readable_room1 |
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obj_npc_room_animated |
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obj_npc_facing |
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Dummy text for whenever the player interacts with an interactable object that does not have dialogue assigned to it.
...which is why this exact text appeared when interacting with the broken desk found in the police station in earlier versions of the game! This was, however, patched out, and now interacting with the broken desk gives no flavor text at all.
The original placeholder texts for these objects in Chapter 1 are still in the game. Chapter 2's new dummy text once replaced them on all occasions, but only in Debug Mode since v1.08.
(Source: Original TCRF research)
Game Initializers#
scr_gamestart#
Among other things, this script defines default choice options.
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This needs some investigation. |
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The name "ECHIDNA", most likely comes from the "Mother of Monsters" in greek mythology, who is also called Echidna.
(Source: Original TCRF research)
obj_initializer#
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To do: |
A peculiar placeholder enemy name.
(Source: Original TCRF research)