Undertale
Undertale |
---|
Developer: Toby Fox This game has unused areas. |
Qu'est-ce que tu est en train de faire?
Tu cherches de secrets?
Ne fourre pas ton nez là où il ne faut pas.
Ou tu pourrait apprendre quelque chose que tu serait LOIN d'aimer...
Hé hé hé.
— Message caché dans le code HTML de la page page d'accueil d'Undertale.
UNDERTALE est un RPG indé où personne n'a à mourir. Inspiré notamment par des jeux tels que EarthBound, Yume Nikki, et Cave Story, ce jeu a reçu un accueil extrêmement positif en raison de ses personnages intéressants, de sa bande-son faisant référence à elle-même, et une parodie/perversion de nombreux clichés associés aux RPGs standards.
To do:
|
Contents
- 1 Sous-pages
- 2 Messages du Développeur
- 3 Musique Inutilisée
- 4 Sons Inutilisés
- 5 Niveau d'Activité
- 6 Combats Inutilisés
- 7 Unused Attacks
- 8 Dog Error Screens
- 9 Unused Items
- 10 Unused Item Drop
- 11 Old Toriel Dusting Data
- 12 Obscured Assets
- 13 Oddities
- 14 Internal Sound File Names
- 15 Music/Sound Metadata
- 16 Developer Oversights
Sous-pages
Mode de déboguage Malheureusement, aucun insecte ne se trouve dans ce mode. |
Graphismes inutilisés Il y a tellement de chiens dans ce jeu! Il y a en à même qui ne sont même pas UTILISÉS! |
Pièces Inutilisées De piédestaux à bonbons à PNJs interactifs. |
Messages du Développeur
"Ne "rippez" pas les sprites!" Avertissement
Version 1.00
S'il vous plait ne mettez pas en ligne ces énormes pages de sprites. C'est juste que vu que la majorité des trucs bizarres ici SONT utilisées, j'aimerais mieux qu'ont les voient dans leur contexte en premier. attendez genre un an... si vous prenez les sprites normalement vus pour les mettre sur Spriter's Ressource ou kekchose dans le genre j'men fous si vous prenez ces 2 là stp rendez le plus simple
abc_1111_0.png contient une note grossièrement écrite adressée aux "rippers" de sprite, en particulier ceux du site Spriter's Resource, leur disant d'attendre un an avant de mettre en ligne les pages entières.
Les jeux faits avec Game Maker, comme "Undertale", rangent tous leurs sprites sur de grandes pages de sprite en PNG au lieu d'avoir chaque sprite ou personnage séparé dans des fichiers individuels. De ce fait, si quelqu'un venait à mettre les pages en ligne, la chose la plus facile serait de les laisser comme elles sont... ce qui laisserait ainsi touts les sprites contenant des spoilers sur la même page.
The odd filename was chosen to force it to the top of an alphabetical file listing and make its presence more obvious...which does no good, as the file listing is only visible if the sprites are separated by their internal names. Oops. This was replaced in later versions.
Le nom étrange de ce fichier a été choisi pour le forcer à apparaître au début de la liste des fichiers ( qui est en ordre alphabétique) et de rendre son existence plus évidente... ce qui ne change rien, car la liste des fichiers n'est disponible que si les sprites sont séparés par nom avec un programme externe. Oups. Cette image a été remplacée dans les versions suivantes.
Version 1.001
tu sais ce que je HAIS? </div> c'est le bepis CE GOÛT cette odeur cette texture hé... tu salive...
La Version 1.001 remplace la demande de non mise en ligne des pages de sprite par une note vaguement érotique à propos de "bepis", qui est une référence à un habitant de Moonside, du jeu EarthBound, qui déteste la nourriture que le joueur aime. Toby Fox étant un fan de Earthbound, et Undertale s'en inspirant grandement. Bepis est tout simplement une prononciation bébête du mot penis, venant de la vidéo "How To Pronounce Penis" de la chaîne PronunciationManual.
Le manque apparent de sens lié à ce nouveau message et le fait qu'il remplace la demande vue précédemment peut être interprétée comme une autorisation de commencer à poster les pages de sprites, ce qui est supporté par cet email empli de désespoir.
"Ne spoilez pas le jeu!" attention
abc_123_a.ogg
Bonjour. A-a-a-a-ayez un peu de respect et ne spoilez pas le jeu. Il est impossible d'avoir du mystère de nos jours, à cause des sale fouineurs dans ton genre. S'il vous plaît gardons tout ça entre nous. Si mettez ça en ligne, je ne ferai plus aucun secrets. Personne ne sera impressionné. Ce sera de votre faute! He-he-he-he-ha-he-he-ha-he-he.
Un fichier son de huit voix "text-to-speech" incitant aux gens de ne pas publier les secrets du jeu en ligne. Quelle personne avec toute sa tête ferai une chose par— attendez une minute...
Le nom étrange de ce fichier a été choisi pour le forcer à apparaître au dessus d'une liste alphabétique de fichiers et de rendre son existence plus connue. Tous les autres fichiers de musique et d'effets sonnores en OGG présents dans le fichier du jeu débutent avec soit "mus_" ou "snd_".x
Ce fichier a été mis à jour dans la patch 1/20/2016. La version à jour enlève presque tout ce qu'il y avait dans le fichier original.
Le message de Toby Fox
To do: Changes to this post-1.001. |
Une partie du charme de ce jeu est le mystère du nombre d'option où de secrets il y a. Si tu lis ceci, s'il te plaît ne publie ce message ou cette information nulle part. Sinon fabriquer des secrets deviendrait inutile. À propos, la plupart du texte/fichiers semblant être inutilisés sont utilisés. Si tu peux trouver le contexte en jeu pour un élément, tu peux le montrer. Mais si tu ne peux pas, cela veut probablement dire que tu n'as pas regardé assez bien. Tout ce qui est vraiment inutilisé je le publiai moi-même, plus tard. Vivant dans un monde comme ça, où les gens peuvent simplement tricher pour obtenir les réponses du code... ton impatience t'as VRAIMENT endommagé, n'est-il pas?
Cette notification est placée au début du segment de texte (STRG). Elle est utilisée dans le script gml_Script_attention_hackerz_no_2. Elle applique ces 4 lignes aux variables demonx, demony, demonz et demond respectivement (ces noms peuvent être trouvés entre les lignes du message). Ce script est, évidement, utilisé pour avertir les craqueurs. Elle est la première entrée dans le bloc CODE et SCPT du fichier data.win, pour augmenter la chance d'être lue encore plus.
Dans la version 1.001, cependant, elle a été changée à ceci:
Salutations. Vous vous êtes fait absolument clair. Compris. Moi, votre humble serviteur, vous suivrai au plus loin...
Les variables ont été renommées à demona, demonb, demonc et demond, aussi. Curieusement, la première ligne du message de la version 1.00 et toujours présent avec sa variable associée, mais elle a été bougée à la ligne 2436 (au milieu des messages utilisés pour les choix de personnages spéciaux).
Musique Inutilisée
mus_kingdescription
Selon Toby Fox, King Description est une ancienne version de la chanson "Small Shock." Il l'a supprimée car il trouvait qu'elle ne "correspondait pas à l'ambiance de la scène."
mus_dance_of_dog
Ce morceau fraîchement funky joue exclusivement dans la salle d'erreur du chien "dansant". La salle d'erreur est accédé de la manière la plus simple en bidouillant votre fichier de sauvegarde.
mus_sigh_of_dog
Ce morceau fraîchement pas funky joue exclusivement dans la salle d'erreur du chien dormant. La salle d'erreur est accédé de la manière la plus simple en bidouillant votre sauvegarde.
mus_star
Musique qui utilise les instruments de Star Fox. D'autres pistes dans le jeu utilisent des instruments venant de jeux comme Mario Paint, Final Fantasy VI, Chrono Trigger, Mega Man X, et EarthBound, donc ceci ne serait pas trop bizarre.
According to Toby Fox, this song was intended to play when Madjick's magic orbs turn into healing hearts. However, this proved too difficult to implement because the Core's background music continues into monster battles, so it was scrapped.
mus_f_part3
Une autre variation du thème de Flower. 0:20 et après est utilisé pour les transitions de scène (par contre, un son qui lui ressemble joue à la place de cette trame), mais le début n'est pas entendu en gameplay normal.
mus_f_finale_1
Un début inutilisé de "Finale". Cette tramme n'est jamais jouée, car "mus_f_finale_1_l
" joue à la place. C'est simplement une version plus courte de la première partie du boss, probablement supposé jouer quand le joueur redémarre le jeu après être mort dans la 2ème partie du boss Flowey Photoshop.
mus_piano
Joue à la fin de la démo d'Undertale si tu tues Toriel dans un playthrough neutre et apparaît complètement en bas de la soundtrack, mais n'est pas utilisé dans le jeu final.
mus_ruinspiano
Une version plus lente et grave du thème des Ruines, avec une variation de la mélodie. Probablement remplacé en faveur de "An Ending".
mus_birdsong's Hidden Loop
"mus_birdsong" est jouée quand l'oiseau te transporte l'autre côté du ravin dans Waterfall. Cependant, la musique dure seulement un tour avant de stopper graduellement. Le fichier EST joué en boucle correctement par contre, et un peu de la musique à la fin est coupée en gameplay normal.
Sons Inutilisés
Une voix (probablement Mettaton) gémissant.
mus_sfx_a_swipe
A voice (presumably Mettaton or Asriel) grunting.
mus_sfx_ahh
Flowey dit "ahh".
mus_sfx_voice_triple
Flowey dit "triple" (triple).
mus_silence
Audio file that's, obviously, silence.
snd_curtgunshot
A generic gunshot sound.
mus_f_wind1
An unused longer loop of mus_f_wind2.
mus_f_newlaugh_low
An unused lower pitch variant of mus_f_newlaugh.
mus_woofenstein
An unused longer loop of mus_woofenstein_loop.
Removed Sounds
obj_rainbowbolt_realgen references a sound with the file path music/sfx/sfx_menu_error.ogg, which doesn't exist and is never played by the object anyway.
Niveau d'Activité
Appuyez sur Shift ou X cinq fois sur l'écran title pour avoir cet écran pratique. Activité Level A s'affiche si tu as une fin neutre Activité Level B s'affiche si tu as une fin pacifique Activité Level C s'affiche si tu bats Sans deux fois ou que tu le tues. Si aucun de ces prérequis sont atteints, "No Information" s'affiche à la place.
Combats Inutilisés
RG03 and RG04
ACTions
* Check * Whisper * Touch Glove
* Error
At the very end of the ACT menu strings is this yet again generic error message, a placeholder for the ACT options of the fight against Asriel's true form.
RG03 and RG04
Their battle revolves around them being old friends who had a falling out, and the Pacifist solution is to get them to make up. The guards themselves are slightly incomplete, both using Aaron's defeated sprite as a placeholder, along with not having unique bullet graphics and unique bullet patterns for ACTing, unlike 01 and 02.
Gaster
Gaster has a complete set of stats in the code, all ridiculously high (to the point an enemy given these stats is borderline impossible to damage and getting hit insta-kills Frisk) and consisting only of numerous 6s. They are as follows:
HP: 666666 AT: 66666 DF: 66666 EXP: -6666 GOLD: -6666
Other Unused Encounters
ID | Enemy 0 | Enemy 1 | Enemy 2 | Encounter message (EN) | Encounter message (JP) | Notes |
---|---|---|---|---|---|---|
1 | TestFroggit | TestFroggit | TestFroggit | * TestMonster and its cohorts draw near! |
(N/A) | Appears in TESTROOM. |
14 | Vegetoid | Loox | * Vegetoid and Loox attacked! |
* ベジトイドと ルークスが おそってきた! |
||
31 | Chilldrake | Chilldrake | * Chilldrakes flutter forth! |
* いきがりバードが パタパタとんできた! |
||
33 | Icecap | Snowdrake | * Icecap and Snowdrake pose like bad guys. |
* ヒョー坊と オワライチョウは ワルっぽいポーズをとった。 |
||
33 | Icecap | Chilldrake | * Icecap and Chilldrake pose like bad guys. |
* ヒョー坊と いきがりバードは ワルっぽいポーズをとった。 |
Alternate version of the previous encounter for if Snowdrake has been killed. | |
34 | Jerry | * Jerry clings to you! |
* ジェリーに つきまとわれている! |
|||
46 (Old) | Aaron | Woshua | * You shouldn't read this. |
* これは よまないで。 |
The battle encounter that involves Aaron and Woshua being freaked out by Napstablook's music is not supposed to show its flavor text. | |
61 | Final Froggit | * Final Froggit was already there, waiting for you. |
* ファイナル・フロギーが まちかまえていた。 |
The encounter message is incorrectly formatted if spawned in-game, with the comma appearing on its own line. | ||
63 | Whimsalot | * Whimsalot rushed in! |
* ナキムシャが かけつけた! |
|||
69 | Bomb | * Defuse the bomb! |
* ばくだんを かいじょしろ! |
This Bomb is a unique unused enemy that lacks a time limit but otherwise behaves like the used dog-Bomb. | ||
79 | Vulkin | Vulkin | * A strange parade blocks the path. |
* きみょうな しゅうだんに ゆくてを ふさがれた。 |
||
127 | Whimsalot | Parsnik | * Whimsalot and Parsnik appeared. |
* ナキムシャと パースニックが あらわれた。 |
||
131 | Parsnik | Astigmatism | * Not only potatoes have eyes. |
* “め”に どくが あるのは ジャガイモだけじゃない。 |
||
133 | Astigmatism | Migospel | Moldessa | * Looks like a real party. |
* これぞ まさに “パーティ”だ。" |
|
134 | Whimsalot | Parsnik | Moldessa | * Party from Hell. |
* じごくの “パーティ”だ。" |
|
141 | Mad Mew Mew | * Mad Mew Mew blocks the way! |
* ぷんすかみゅうみゅうに ゆくてを ふさがれた! |
|||
256 | Asriel | * ASRIEL's SOUL was awakened by the power of your friends! |
* なかまの ちからで アズリエルのタマシイが めをさました! |
|||
256 | Asriel | * It's time to say goodbye. |
* これで おわかれだ。 |
Unused Attacks
Sans
To do: Double check these. |
Sans' battle has some unused attacks. They, along with used attacks, are handled in the obj_sansb_body object.
Vertical Platforms - The attack is handled by obj_vplatgen. It has bones along the bottom, with platforms randomly placed and scaled scrolling from top to bottom. Some platforms wave from left to right slightly as well. To dodge, you are to stay on the platforms and not fall to the bottom into the bones. There are 3 variantions to this attack, controlled by obj_vplatgen's (0-indexed) type
variable, type 1 to type 2 are simply sped up versions of type 0. Type 2 is directly accessible as attack type (variable a_type
) 9 in obj_sansb_body. There's also a unused 6th Alarm event to the generator objects, which spawns randomly positioned bones in the middle of the screen to dodge every 50 frames. Because the platforms are randomly generated in size and position, it can be impossible to avoid getting hit.
Vertical and Horizontal Bones - Fixed bullet patterns with bones coming from positions vertically and horizontally. To dodge, you must maneuver around the bones. Accessible as attack type 10 in obj_sansb_body. There also exists a variantion, accessible as attack type 11 in obj_sansb_body, which is faster and has a different pattern. There is also a "hell" variantion of the first kind of the attack, accessible by setting the hell
variable in obj_sansb_body to true, which is harder.
Random Gaster Blasters Variant - The sprites for the blasters are squished to be thin, much like one of the final version's variants, although this time the blasters spawn and shoot faster. This can be seen if a obj_gasterbl_gen is spwaned with type 0, which is not utilized by any coded attack in obj_sansb_body.
Final Attacks Variants - There is also "hell" variants of some of the final attacks. The attack where you have to short hop in between a gap in bones (attack type 1) and the one where you hop over a small white bone with a long blue one right after (attack type 3) is faster when the hell
variable in obj_sansb_body is set to true. The platforming attack with bones and platforms scrolling across the screen horizontally has a variant where the platforms scroll slower, which is type 0 of obj_3platgen.
Worth to note that there exists an unused pitch for Megalovania in the code, which is also demonstrated in the video in result of the usage of the skip
debug variable. Here's the related code, in the Create event of obj_sansb:
if (skip == true) { con = -1 with (mypart1) bounce = 1 obj_borderparent.visible = true global.msg[0] = scr_gettext("obj_sansb_90") // * Skipped ahead. global.mnfight = 3 global.myfight = 0 global.faceemotion = 0 normalfight = 1 obj_heart.visible = true global.flag[271] = 1 caster_loop(global.batmusic, 0.95, 0.95) // <-- here }
Mettaton EX
The Mettaton EX battle has some unused attacks. These can be seen if obj_mettattackgen is spawned with the respective attack types set in a global variable called global.attacktype
.
To do: Explain better |
Attack type 1 - Columns of boxes
Attack type 2 - Columns of boxes weaving from left to right
Attack type 3 - Some arms weaving from left to right?
Attack type 4 - Literally just legs
Attack type 5 - Activated legs weaving from left to right
Attack type 6 - Boxes and bombs scattered everywhere
Attack type 7 - Boxes and bombs scattered everywhere, but faster
Attack type 8 - Tightened bullet board, bombs appear from left and right
Attack type 9 - Less tightened bullet board, bombs appear from left, center and right
Attack type 10 - Columns of boxes and bombs approaching fast. The pattern is replayed after a while
Attack type 11 - Columns of blocks that go upwards when shot
Attack type 12 - Columns of blocks that go upwards when shot, plus sparkle bullets which only appear in the Alphys Lost Soul fight in the final game
Attack type 13 - A lot of mini Mettatons throwing hearts
Attack type 14 - Another lot of mini Mettatons throwing hearts
Attack type 15 - Mini Mettatons throwing sparkles
Attack type 16 - Mini Mettatons throwing sparkles again
Attack type 50 - Some arms with moving yellow block?
Attack type 51 - Fast disco ball
Attack type 52 - Boxes and bombs scattered everywhere, again; also kinda fast
Attack type 55 - Yet again, literally just legs
Dog Error Screens
Two screens featuring the annoying dog are present in the game. These are used as "error handlers" in case something goes wrong, such as loading a corrupted save file or entering an invalid or otherwise inaccessible room with an edited save.
The song "mus_dance_of_dog" is used on one of the error handler screens (the left one), at a random pitch. The other song is "mus_sigh_of_dog".
Unused Items
ID | Name | Short Name | Serious Name | Description | Use Text |
---|---|---|---|---|---|
2 | Croquet Roll | CroqtRoll | CroqtRoll | Heals 15 HP
Fried dough traditionally served with a mallet. |
Normal:
You hit the Croquet Roll into your mouth. Serious Mode: You ate the Croquet Roll. |
5 | Rock Candy | RockCandy | RockCandy | Heals 1 HP
Here is a recipe to make this at home: 1. Find a rock |
You ate the Rock Candy. |
6 | Pumpkin Rings | PunkRings | PmknRings | Heals 8 HP
A small pumpkin cooked like onion rings. |
You ate the Pumpkin Rings. |
8 | Stoic Onion | StocOnion | Onion | Heals 5 HP
Even eating it raw, the tears just won't come. |
Normal:
You ate the Stoic Onion. You didn't cry... Serious Mode: You ate the Stoic Onion. |
9 | Ghost Fruit | GhostFrut | GhstFruit | Heals 16 HP
If eaten, it will never pass to the other side. |
You ate the Ghost Fruit. |
18 | Puppydough Icecream | PDIceCram | Ice Cream | "Puppydough Icecream"
Heals 28 HP. Made by young pups. Note: This item's name is too long to show up properly when using a dimensional box. The use text has no Serious Mode variantion. |
Mmm! Tastes like puppies. |
Unused Item Drop
In the internal monster setup code, there are mentions of item rewards and the chance for an item to drop. This never happens within the game, leaving these global variables unused: itemrewardid and itemrewardchance. Below is an example of the variables in the code.
global.monstername[myself] = scr_gettext("monstername_3") // monstername_3 = "Froggit" global.monstermaxhp[myself] = 20 global.monsterhp[myself] = 20 global.monsteratk[myself] = 4 global.monsterdef[myself] = 1 global.xpreward[myself] = 10 global.goldreward[myself] = 20 global.itemrewardid = 1 global.itemrewardchance = 50
Old Toriel Dusting Data
scr_getvapordata contains a piece of ASCII pixel art of Toriel's death sprite, spr_torielboss_kneelsmile2, (mostly) composed of 0s (representing black) and 1s (representing white). Along with other data contained in the script, this was meant to be interpreted by an old version of the game's sprite duster, obj_vaporized, which produces dust particles according to it; the final game instead uses obj_vaporized_new like all monsters other than Undyne and Glad Dummy. (The following representation of the data cuts it to lines with 72 characters each, which is half of 144, the original sprite's width.)
000000000000000000000000000110000000000000110000000000000000000000000000 000000000000000000000000001100000000000000011000000000000000000000000000 000000000000000000000000001110111111111110111000000000000000000000000000 000000000000000000000000110001111111111111000110000000000000000000000000 000000000000000000000011111111111111111111111111100000000000000000000000 000000000000000000000111101111110111110111111011110000000000000000000000 000000000000000000000111101111111111111111111011110000000000000000000000 000000000000000000001111101101110111110111011011111000000000000000000000 000000000000000000001111100111000111110001110011111000000000000000000000 000000000000000000001111100111111111111111110011111000000000000000000000 000000000000000000001111110011111011101111100111111000000000000000000000 000000000000000000000111110001111111111111000111110000000000000000000000 000000000000001111000111111000110100010110001111110000000000000000000000 000000000000111110001011111000001111111000001111101000000000000000000000 000000000000111100001000000000000000000000000000001000100000000000000000 000000000001111100001000000110000011100011110000001000111000000000000000 000000000011111110000000000001110010010111100000001000111100000000000000 000000000011111111111111110111000111000000000000010100111110000000000000 000000000111111111111111111011111111100000000000100100011111000000000000 000000000111111111111111111100111111100100000001000100011111100000000000 000000000111111111111111111110011100001110000010000100011111110000000000 000000000011111000000000000111000000000000000100000100011111111000000000 000000000011110010000001111000000011100000001000011000011111111000000000 000000000000100100000000000110000000000000100011100110001111111100000000 000000000000000100000000000000100000000010001110010010001111111110000000 000000000000001000000000000000000011110000111101000001000111111110000000 000000000000001000000000000000110000000111111000000001000111111111000000 000000000000001000000000000001111000111111000000000001000111111111100000 000000000000010000000000000011000011000000000000000000100111111111100000 000000000000010000000000000100000000000000000000000000100111111111110000 000000000000010000000000000000000000000000000000000000100111111111110000 000000000000010000000000000000000000000000000000000000100111111111111000 000000000000010000000001111000000000000000000000000000100111111111111000 000000000000001000000000000000110000000000000000000000100111111111111000 000000000000000111111111111100000000000000000000000001001001111100011100 000000000000011111111111111111110100000000000000000010000111111111100110 000000000000011011101110000000000000111111111111000000011100011101101100 000000000000000000000000000000000000000000000000000000000000000000000000 2
Obscured Assets
Snowdin Building Mockups
Placeholder Snowed Inn Lobby
Hidden under the image for the Snowed Inn lobby is a mockup of the rooms layout made of the Snowdin tiles.
Placeholder Snowed Inn Rooms
Like the lobby, there is a placeholder layout for the rooms in Snowed Inn, featuring some not so comfortable beds...
Placeholder Librarby Inside
A mockup of the inside of Snowdin's Librarby, being made of snow and bits of trees.
Early MTT Hotel Outside
Hidden under the MTT Hotel outside image in the respective room (room_fire_hotelfront_2) is an early version of the hotels outside, being made up of tiles instead of being one image. The ground tiles are placeholders, using the ice cave ground, a tile that was used as a placeholder throughout the entirety of Hotland.
Early CORE Entrance
To do: Relocate this somewhere, this doesn't seem to fit here. |
Hidden in the right side of the room for CORE's entrance (room_fire_precore) is what seems to be a placeholder version of the entrance, made of Hotland assets. Yes, the background (should) loop like that in the game.
Oddities
Annoying Dog's Sale Price
The Annoying Dog can be sold for 999G and haggled up to 1251G (the highest sale price of any item in the game!), but it will disappear if taken out of the room it spawns in, so this can never be seen on a normal playthrough.
Mettaton's House
Mettaton's bed, upper walls, and TV have collision, but it's impossible to get in that section of the room.
Death By Glamour Speed
Mettaton EX's battle theme, Death By Glamour, is played at 0.95x speed after the pre-battle intro cutscene, but plays at 0.97x speed instead if Mettaton's dialogue is skipped; this is the value set in scr_battlegroup, the script that defines all of the encounters in the game. The version in the OST plays at full 1x speed, matching neither of these.
Inu Slots Coin Donation Saving
When you save in the Xbox One version, the game stores the value of flag 299 (the amount of coins you donated to the casino Dog Shrine) to global.xbox_coins_donated
, then writes the latter into the save file. When you load, the number is read into the latter, and only to the latter for some utterly baffling reason. What's more, the global variable doesn't appear to be used otherwise.
Toy Knife Room Name
The room in the Ruins where the Toy Knife can be found is internally called room_ruins18OLD. This is the only instance of a room labelled as old being used, and there's no non-old version of the room.
Internal Sound File Names
To do: Make the explanation simpler. |
There are alternate file names for some sounds and music in the game's code, in the format music/*.ogg
, from the phase of development where the game used GameMaker 8 and played external sounds and music through an extension. When the game was migrated to use GameMaker: Studio, it was changed to use GameMaker's native sound system for that instead. So to not change already existing code using the sound extension, compatibility scripts were made, one being caster_load, which converts the filenames that were originally used to pointers to GameMaker sounds by calling scr_getmusindex.
Music/Sound Metadata
As with the demo, music/sound files have some metadata. The ENCODER
field seems to be always overwritten by GameMaker: Studio, but there's still some information from FL Studio's LAME encoder.
(all OGG files, v1.08) | |
Name | Content |
---|---|
encoder |
Lavc56.12.101 libvorbis |
(all OGG files, v1.11) | |
Name | Content |
encoder |
Lavc libvorbis |
(all WAV files, v1.08) | |
Name | Content |
ISFT |
Lavf56.14.100 |
abc_123_a.ogg (v1.001 ) | |
Name | Content |
encoded_by |
LAME in FL Studio 10 |
TBPM |
140 |
date |
2016 |
snd_ballchime.ogg | |
Name | Content |
encoded_by |
LAME in FL Studio 10 |
TBPM |
251 |
date |
2015 |
mus_computer.ogg | |
Name | Content |
SOFTWARE |
FL Studio 10 |
mus_wrongworld.ogg ("Wrong Enemy ?!") | |
Name | Content |
encoded_by |
LAME in FL Studio 10 |
TBPM |
224 |
date |
2015 |
mus_mysteriousroom2.ogg ("Premonition") | |
Name | Content |
ENCODED BY |
LAME in FL Studio 10 |
BPM (BEATS PER MINUTE) |
115 |
DATE |
2014 |
mus_express_myself.ogg ("Last Goodbye") | |
Name | Content |
encoded_by |
LAME in FL Studio 10 |
TBPM |
180 |
date |
2015 |
snd_hit, snd_victor | |
Name | Content |
IART |
Don Ralke; Sherman Bros. |
ICRD |
1972 |
INAM |
Snoopy, Come Home |
snd_spearappear | |
Name | Content |
ICRD |
2013 |
snd_wrongvictory | |
Name | Content |
ICRD |
2014 |
The "Snoopy, Come Home" metadata refers to the fact that both snd_hit and snd_victor are sampled from the song "Snoopy, Come Home" from the eponymous soundtrack, which Toby seemingly took from an online rip of the original vinyl without changing the metadata.
Developer Oversights
Mettaton EX Battle Essay
Mettaton EX has an "essay" question where you can type in text and have him comment on it. Unfortunately, typing "x" or "z" ends the essay unless CTRL is held down, leaving some words (in most playthroughs) untypable. This was corrected in the PlayStation 4, PlayStation Vita, and Nintendo Switch versions of the game, as they use an on-screen keyboard.
The following words can't be triggered:
- sexy
- foxy
- tantaliz (covers both "tantalizing" and "tantalize")
Naming the Fallen Human
In the PlayStation 4 and PlayStation Vita versions of the game, entering the name "Gaster" will result in a crash, rather than the intended restart of the game.
The Undertale series
| |
---|---|
Windows, Mac OS X, PlayStation 4, Nintendo Switch | Undertale (Demos) • Deltarune (Demos) |
Linux, PlayStation Vita, Xbox One, Xbox Series X | Undertale |
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