the cutting room mirror

Miscellaneous Text

This is a sub-page of OMORI/Unused Text.

00_template#

What it says on the tin - an empty, template file with several empty messages meant to be used as a base for dialogue files.

# =========================================================================================
# ** TEMPLATE DIALOGUE
# =========================================================================================

message_0:
    text:

message_1:
    text:

message_2:
    text:

message_3:
    text:

message_4:
    text:

message_5:
    text:

message_6:
    text:

message_7:
    text:

message_8:
    text:

message_9:
    text:

message_10:
    text:

message_11:
      faceset: MainCharacters_DreamWorld
      faceindex: 2
      text: 

(Source: Eldomtom2)

System#

In the file dedicated to store strings for the game’s menus and general data, there exist strings for an entirely cut menu option where the player could disable battle animations or change their speed.

#battleAnimations:
  #text: BATTLE ANIMATIONS
  #options: ['ON', 'OFF']
  #help: HELP TEXT
  #boolIndex: true
  #spacing: 80

#battleAnimationSpeed:
  #text: BATTLE ANIMATION SPEED
  #options: ['NORMAL', 'FAST', 'FASTER', 'FASTEST']
  #help: HELP TEXT
  # spacing: 130

televisions#

This file consists of 110 blank line entries and two identical commented headers. It looks like originally the televisions in Faraway Town would have unique text when checked.

# =========================================================================================
# ** FARAWAY TOWN
# =========================================================================================

TEST#

A file containing several debugging strings. Interestingly, one of the messages here (message_1 in specific) contains a completely cut functionality for message boxes where they would have displayed more than one character portrait box in a message. The code for this still remains in the game, but commented out and overridden.

message_0:
faceset: 05_MARI_OW
faceindex: 0
positionType: 0
text: "\MARI:  ^_^)b\n"

message_1:
faceset: 05_MARI_OW
faceindex: 1
extraFaces:
        -
          faceset: MainCharacters_DreamWorld
          faceindex: 6
        -
          faceset: MainCharacters_DreamWorld
          faceindex: 18
        -
          faceset: MainCharacters_DreamWorld
          faceindex: 36
text: "A white door casts a faint shadow.\ What would you like to do?\n"
    
message_2:
text: 'Contemplate about life.'

message_3:
text: '2+2 = 4...I guess?'

message_4:
text: "Select a thing.\\fs[19] AAAAAAA\\frAAAAAAA\\fs[30]AAAAAAA\\frAAAAAAA\n"

message_5:
text: "\\fs[30]ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\n"

message_6:
text: "\\fs[30]+!@#$%^&*()-=\n"

message_7:
text: "\\fs[40]ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\n"

message_8:
text: "Select an option!\n"

message_9:
text: "Dynamic Choices?!.\n"

message_10:
faceset: MainCharacters_Faraway
faceindex: 41
text: "\BASIL: \\BC[-255,-255,-255]Idk what to feel anymore\n"

message_11:
text: \n<4/29>It's raining super hard today! The rain always seems to come out of nowhere during springtime. AUBREY asked me to take a picture of her with her new raincoat. It's her favorite color, pink!

XX_ITEM_GET#

A nearly completely unused file. This might have been an earlier way of displaying “You got a X.” messages before the developers found a much more convenient way of displaying an ITEM’s name in a message.

message_2:
text: You got a \c[4]THINGAMABOB\c[0].

message_3:
text: You got a \c[4]WHATCHAMACALLIT\c[0].

message_4:
text: You got a \c[4]DOOHICKEY\c[0].

message_5:
text:

message_6:
text:

message_7:
text:

message_8:
text:

message_9:
text:

message_10:
text:

message_11:
text:

XX_OCEAN#

Seemingly a placeholder for the animation of Sunny shaking his head.

message_652:
      text: REPLACE WITH PLAYER SHAKING HEAD

Presumably debug lines for testing the display of various characters.

message_654:
      text: Enter- \DII[ok]

message_655:
      text: Escape- \DII[escape]

message_656:
      text: Up- \DII[up]

message_657:
      text: Down- \DII[down]

message_658:
      text: A key- \DII[cancel]

message_659:
      text: Shift key- \DII[shift]

XX_TAGREJECT#

Empty Party TAG#

This is called if the player can tag but has nobody in the party, which is normally impossible since the game usually tries to disable tag everytime the player is by himself in certain sequences.

message_0:
text: You are not the right person for this task.

Incorrect TAG#

Odd group of messages mentioning that (party member) isn’t able to help somewhere.

# -----------------------------------------------
# - IF AUBREY
# -----------------------------------------------
message_1:
text: AUBREY cannot help here.

# -----------------------------------------------
# - IF KEL
# -----------------------------------------------
message_2:
text: KEL cannot help here.

# -----------------------------------------------
# - IF HERO
# -----------------------------------------------
message_3:
text: HERO cannot help here.