This is a sub-page of Deltarune/Chapter 5.
room_animeexampletest#
A big dark room with a lonely flower. If you press Space, the petals will disappear, but after a few seconds, they will reappear.
(Source: Original TCRF research)
room_animtest#
Another big dark room with a big Dark World Kris sprite. Kris starts off-screen, and the screen scrolls if moving to the right, though there's nothing here of worth.
(Source: Original TCRF research)
room_climbtest#
A test room with some climbing triggers, though if you interact with two specific spots, you won't be able to move.
(Source: Original TCRF research)
room_darkbulbTest#
A room that uses Chapter 2's lighting mechanic. At first, the room crashes the game, because the sprite spr_darkbulb_puzzle0 doesn't exist in Chapter 5's files, but if you import it from Chapter 2, you will see a pretty similar room. The puzzle mechanic is broken; for some reason, you can't move up or down, only left and right.
(Source: Original TCRF research)
room_dw_petaltest#
This is both a mockup and a test room for room_dw_garden_floradinnencounter. There is no music, no transition of purple and other stuff becoming pink, no collision, and there is less stuff in general - fewer decos, no enemies, no chest, no doors to other rooms. Though the "birds" in the lake still work, they will fly away if you touch them. There is no transition because obj_sakurafubuki_new is missing from the room. Even if you place it, there won't be a transition because the code checks if obj_dw_garden_floradinnencounter exists. If you place it somewhere, the transition will appear, though the whole room will already be in a pink scheme.
(Source: Original TCRF research)
room_floortex_test#
A test room for platforming sections in the game. The game will crash upon visiting this room because of nonexistent sprites ftex_room_floortex_test_x320y300_1_front0 and ftex_room_floortex_test_x560y220_3_main0 in the PreCreate script for objects obj_plat_floortex_FLOOR and obj_plat_floortex_FLOOR_AlignBottom1TILE. These sprites only appear in Chapter 5 code, so they were removed while developing, making it impossible to restore the original look of the room. The room will be playable if you replace the sprites.
(Source: Original TCRF research)
room_plat_lab#
A test room for the platforming sections, and also, you can see there an object called obj_blend_test. There is also a flower object that spawns Orange's projectiles, and on the right, you can start an Enemy Pattern attack. obj_platswitch_statue destroys itself in its PreCreate script, but if you remove it, you can play in platformer mode.
(Source: Original TCRF research)
room_towery_tester#
A test room for the "Flowery Towery", which appears in Flowery's boss fight. Nothing happens in this room, except for an object that creates this buggy tower.
rm_blank#
A room that has been deleted from the files. When in debug mode, this room is included in the list of rooms that can be loaded into through a save file, and is checked for in the save script, where it (ironically) is prevented from being saved in. When trying to save in rm_blank, a debug message would appear that says the following:
CURRENTLY IN A LIVE ROOM, DON'T SAVE HERE -- MOVING TO ACTUAL ROOM FOR SAVING
This reveals that the room being referenced is a remnant from GMLive, an extension for GameMaker games that allows for some changes to be made to them as they're running, including previewing changes to rooms by replacing a generic empty room (which the documentation for the extension calls "rm_blank")1 with the edited version of the room that's currently being targeted. When the debug message appears, the player would be moved to the unedited version of the room and the save script would be aborted.
Inaccessible Hometown Rooms#
There are some Hometown rooms still present in this chapter's files. Most of them didn't change (aside from removed dialogue), but some rooms got interesting changes.
room_flowershop_1f#
A darkened version of the Flower King's first floor. Inaccessible, since you skip this floor during the ending sequence, and cannot enter before the fountain is created.
(Source: Original TCRF research)
room_lw_computer_lab#
The whole room is now white, because its background was removed, and only the laptop remains. There are also other interactable objects, but they are gone because they were part of the background.
(Source: Original TCRF research)
room_lw_conbini#
Sans' shop is also white, though some NPCs and sprites got saved. Sans' dialogue wasn't removed, so you can still talk to him normally.
(Source: Original TCRF research)
Old Tile Layouts#
Similar to previous chapters, several rooms in Chapter 5 have old tile layouts hidden under final tile layers or as hidden layers.
Sheary Dodge#
While not early tiles, the room near the start of Garden where you dodge scissors contains two dirt tiles and a bunch of trees hidden out of bounds.
Lining up one of the trees with its version found in the final room reveals that the room may have once been around twice the length than it is in the final game.
(Source: Original TCRF research)
Purple Locked Door#
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Final |
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The room of Garden where Flower joins your party has stairs and dirt hidden underneath the grass tiles. The stairs may have been intended to be from the seemingly cut section of the room before this one, evident by the aforementioned out of bounds trees from that room.
(Source: Original TCRF research)
Glow Tile Puzzle#
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Old |
Final |
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The start of the glow tile puzzle room contains an early side wall that use the tiles of the other walls in the the room hidden under the brick tiles.
(Source: Original TCRF research)
Ideal Diner#
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Final |
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The diner found at the end of Garden has an early version of its floor in a hidden layer underneath the final floor tiles that use the Garden's pink grass tiles instead of the orange grass seen in the final room.
(Source: Original TCRF research)
Quiet Glade#
While not an early version of the room's tiles, the room right before you meet Aqua has tiles of a vine and wall in the top left and bottom middle areas of it that would normally never be seen, as they aren't in view of the camera. These vines use an otherwise unused vine tile set that isn't seen anywhere else. Additionally, there are more brick tiles above the door to the room where you meet Aqua that are also never in the camera's view.
Looking at the collision for this room, there exists what seems to be a removed path in the bottom left corner of the room. There also exists a hidden layer containing a Floradinn that is placed at the end of this path.
(Source: Original TCRF research)
Post-Aqua Slide#
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Final |
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The room after the encounter with Aqua contains placeholder tiles for the slide seen in the final room.
(Source: Original TCRF research)
Flower Castle Entrance#
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Final |
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The entrance to Flower Castle has an early version of its tile set hidden under the final tiles.
(Source: Original TCRF research)
Shinobeetle Encounter#
The first room of Flower Castle's left wing contains a hidden layer containing wood planks from an early version of the Zen tile set. These tiles suggest that the room originally has a slightly different layout than how it ended up in the final game.
(Source: Original TCRF research)