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UNDER NIGHT IN-BIRTH Exe:Late (Windows)

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Title Screen

UNDER NIGHT IN-BIRTH Exe:Late

Developers: French-Bread, Ecole Software
Publisher: Arc System Works
Platform: Windows
Released internationally: July 12, 2016


AnimationsIcon.png This game has unused animations.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
Carts.png This game has revisional differences.


Hmmm...
To do:
Need to check with original article owners from pre-migration to ensure all assets are accessible in PC build and not misattributed.

UNDER NIGHT IN-BIRTH Exe:Late is a revision of the 2D fighting game UNDER NIGHT IN-BIRTH, which was initially released on the Sega RingEdge 2.

Unused Sprites

The content below details various unused sprites that can be found within UNDER NIGHT IN-BIRTH and its three revisions: UNDER NIGHT IN-BIRTH Exe:Late, UNDER NIGHT IN-BIRTH Exe:Late[st], and UNDER NIGHT IN-BIRTH Exe:Late [cl-r] prior to being removed in UNDER NIGHT IN-BIRTH II Sys:Celes. Some sprites in the table below were once used in pre-release trailers of the first game's original incarnation, and officially in BlazBlue: Cross Tag Battle, including the team-up sprites which are unique to the latter game.

Hyde
Animation Set Sprite File Number(s) Notes
001 08 Shadow Scare (Sword Twirl Effect Ender). Without effect, it is a sprite file 001_11, but without sword sprite on Hyde
102 01 - 03 Dash Attack version of 3B which was seen in the original version of first game's teaser, and gameplay trailers
301 00 - 01, and 09 Air Dark Lotus. Also only seen in the original version of first game's teaser, and gameplay trailers
320 02 Unused part of Air Red Claver Slash
402 10 sprites Unused Alternate Run
403 09 Assault/Air Dash Forward
646 Five sprites Yuzuriha Team Win Pose. Only in BlazBlue: Cross Tag Battle
654 Nine sprites Seth Team Intro Pose. Only in BlazBlue: Cross Tag Battle
800 03 Ground Recovery
801 Four sprites Ground Recovery Landing (Neutral/Forward)
803 00 Ground Recovery
806 15 - 25 Back Throw
Linne
Animation Set Sprite File Number(s) Notes
000 01 - 08 Standing Idle. Also only seen in the original version of first game's teaser, and gameplay trailers
102 Six sprites Unused Crouching Upward Slash
300 11 Mujin
301 19 sprites 00 - 06: Forward Knife Throw
07 - 08: Forward Knife Throw Shot
10 - 14: Knife Throw Hit Falling
15 - 16: Knife Throw Hit
17 - 19: Flip Jump Back Knife Throw Missed Land
301 00 - 16 Flip Jump Back Knife Throw
401 00 Assault Air Dash (Start)
402 05 Air Dash (Forward)
504 Six sprites Air version of Elusive Flash Dodge
600 17 Face to Floor Down. Non-Fixed Leg version
601 10 Sweeped/Wall Bounced Land
604 Five sprites Air Recovery
637 Four sprites Waldstein Team Intro Pose. Only in BlazBlue: Cross Tag Battle
700 05 - 06 Chip KO/Crumple
Waldstein
Animation Set Sprite File Number(s) Notes
001 00 Unused Starting 5A
301 00 Unused Starting 3C
332 09 - 11 Unused Durchbohren End Landing
380 04 - 05 Wirbelwind (No Cancel to 2nd, and 3rd hits)
637 Six sprites Linne Team Intro Pose. Only in BlazBlue: Cross Tag Battle
404 09 Assault/Air Dash Forward Landing
801 Five sprites Ground Recovery Landing (Neutral/Forward)
900 00 Unused Intro Landing
800 03 Ground Recovery
801 Five Sprites Ground Recovery Landing (Neutral/Forward)
Gordeau
Animation Set Sprite File Number(s) Notes
001 Four sprites Unused Punch
303 09 - 10 Grim Reaper (One-Hit only)
311 00, and 17 Air version of Assimilation. Sprite file 311_17 is an unused separate kick effect after Air Assimilation hit
390 09 -11 Soul Exodus (Missed Hit). Used in BlazBlue: Cross Tag Battle
391 02 - 03 Soul Exodus (Missed Hit, and 1st On-Hit). Used in BlazBlue: Cross Tag Battle
404 06 (Before Flip Forward)
09 (Landing)
Assault/Air Dash Forward. 404_06 is missing duster's inner neck line
604 00 - 02 Air Recovery
700 06 - 07 Chip KO/Crumple
800 03 Ground Recovery
801 00 Starting Ground Recovery Landing (Neutral/Forward)
Merkava
Animation Set Sprite File Number(s) Notes
005 00 Starting 4B, but without an arm wing
404 09 Assault/Air Dash Forward Landing
803 03 - 05 Ground Recovery
Seth
Animation Set Sprite File Number(s) Notes
002 05, and 08 05: Knee Dash B only
08: 5B (missed 2nd sprite)
300 05 - 08 Dual Piercing Vengeance(?)
302 03 - 04 EX Dual Piercing Vengeance (Reverse Animation from 04 to 03)
311 00 - 06 Piercing Penetration (Starting, and Flip Back)
350 00 - 02, and 08 Vanishing Confusion (B Starter, and A Starter)
395 05 Abyssal Geometry (Dagger Up)
404 10 - 12 Air Dash (Forward Landing)/Assault
601 00 Pushback'ed
654 10 sprites Hyde Team Intro Pose. Only in BlazBlue: Cross Tag Battle
950 10 Match Win Pose
999 07, and 09 - 12 Infinite Worth (EXS)
Yuzuriha
Animation Set Sprite File Number(s) Notes
000 35 Standing Idle
300 05 Stance of Mighty Qi and Quiet Heart
316 04 Multi-layer One Ring
330 00, and 06 - 07 Dash C
390 00 - 06 Unused Iaijutsu Dash Slash
636 Five sprites Platinum Team Intro/Win Pose. Only in BlazBlue: Cross Tag Battle
646 Seven sprites Hyde Team Win Pose. Only in BlazBlue: Cross Tag Battle
800 03 Ground Recovery
951 05 - 06 Match Win Pose Mouth Talking
Chaos
Animation Set Sprite File Number(s) Notes
325 Nine sprites Unused Rising Azhi Dahaka Slash Summon
601 07 Sweeped/Wall Bounced
Azhi Dahaka
Animation Set Sprite File Number(s) Notes
310 01 - 02 That's A Prey A (Close-Ranged)
601 Eight sprites Unused Rising Slash
Nanase
Animation Set Sprite File Number(s) Notes
002 11 Sprites Unknown Upward Slash. 002_01 sprite removed from Sys:Celes disc, thereby reduced to 10 sprites
601 07 Sweeped/Wall Bounced
801 00 Ground Recovery Landing (Neutral/Forward)
XXX999 Four sprites Unknown Small Square Boxes
Byakuya
Animation Set Sprite File Number(s) Notes
104 00 3C Starter
301 04 How Shall I Cook You? Follow-Up 1 (Falling & Landing)
401 04 Air Dash (Forward)
601 08 Sweeped/Wall Bounced
803 Four Sprites Ground Landing Recovery (Neutral/Forward)
804 00 Ground Landing Recovery (Backward)
Phonon
Animation Set Sprite File Number(s) Notes
404 05 Air Dash (Forward)
Mika
Animation Set Sprite File Number(s) Notes
003 06 5C
201 08 - 09 j.AA (right punch only instead of two times double punches)
601 07 Sweeped/Wall Bounced
644 10 sprites Akihiko Team Intro Pose. Only in BlazBlue: Cross Tag Battle
900 05 - 10 Alternate Intro Pose against specific opponents. Only mouth and one facial expression changes
950 00 Match Win Landing
Wagner
Animation Set Sprite File Number(s) Notes
390 10 - 11 Hitze Falke (Missed Attack Landing)
404 04 Air Dash (Forward)
601 07 Sweeped/Wall Bounced
602 08 Launched (Falling)
Enkidu
Animation Set Sprite File Number(s) Notes
104 17 3C (Cancel Attack)
803 00 Ground Landing Recovery (Neutral/Forward)
Londrekia
Animation Set Sprite File Number(s) Notes
350 27 6B (Riddle Staff Return)
390 21 Hail Storm (Riddle Staff Return)
601 08 Sweeped/Wall Bounced
700 05 Chip KO/Crumple
999 19 Infinite Worth (EXS)
Eltnum
Animation Set Sprite File Number(s) Notes
000 01 Idle Taunt
800 03 Ground Recover
801 00 Ground Landing Recovery (Neutral/Forward)
Akatsuki
Animation Set Sprite File Number(s) Notes
020 13 sprites Armored Piercing Fist. Has a Helm Crusher from sprite files 020_00 - 020_05
601 07 Sweeped/Wall Bounced
803 00 Ground Recovery

Unused Announcer Lines

In the unpacked directory, \se\normal_se_list.txt includes a complete list of the game's sound effects. Within this list, there exists mention of some Announcer files that are not used in the final game.

// st[128] = { file=anopath+"Winner_YouWin", type=0 }; // DLC用 Winner Announcer for DLC
// st[129] = { file=anopath+"Winner_YouLose", type=0 }; // DLC用 Loser Announcer for DLC
// st[130] = { file=anopath+"Battle_CounterEX", type=-1 }; // (未使用)フェイタルカウンターヒット Unused Announcer Line for "Fatal Counter"
// st[133] = { file=anopath+"Call_Great", type=-1 }; // (未使用)勝利評価グレイト Unused Announcer Line for "Victory Evaluation: Great"
// st[134] = { file=anopath+"Battle_FirstAttack", type=-1 }; // (未使用)ファーストアタックボーナス Unused Announcer Line for "First Attack Bonus"

Unused Mechanics

In \script\btl_Define.txt and \script\btl_StdCommdandTbl.txt, there is a debug table including system mechanics that did not make it to the final build.

const Def_Dbg_AssaultCansel = 0; //アサルトキャンセルを実装するかどうか Whether to implement Assault Cancel or not
const Def_Dbg_GuardCancelAssault = 0; //GCアサルトを実装するかどうか Whether to implement Guard Cancel Assault or not
const Def_Dbg_AssaultAutoVector = 1; //アサルトを距離によって変化させるかどうか Whether the Assault changes depending the distance or not
const Def_Dbg_GuardCancelAttack = 1; //ガードキャンセルを実装するかどうか 1:通常 2:テスト Whether to implement Guard Cancel or not
const Def_Dbg_ExSkillABButton = 0; //EX技をA+BにするかCにするか 0:C 1:A+B Whether EX Attacks are done with C button or A+B
const Def_Dbg_SpSkillVOCSCancel = 1; //SP技をVO中ならCS条件でキャンセルできるようにするか Whether when having CS, you could cancel SP Attacks during VO

In addition, some mechanics are referred to with different terms in the code.

"Veil Off" = Liberate
"Concentration" = Convert Charge
"Chain Shift" = Reverse Convert
"Infinite Worth EXS" = SP Attack
"Shield" = Barrier
"GRD Gauge" = Guard Vector

Unused Screen Annotations

In script\btl_Define.txt and \script\btl_StdCommdandTbl.txt, there are several lines of cut screen annotations that would have shown during gameplay.

const def_AISW_EXSkill = "EX SKILL";
const def_AISW_WorthSkill = "WORTH SKILL";
const def_AISW_FaultGuard = "FAULT GUARD";
const def_AISW_ReverseBeat = "REVERSE LINK"; // パッシングリンクのリバビ
const def_AISW_GRDAction = "GRD SKILL"; // 仮

const def_AISW_FirstAttack = "FIRST ATTACK";

Unfinished Characters

The characters Wagner and Mika have placeholders set in the victory quote table, indicating they were planned for future releases of UNDER NIGHT.

Unused Music

Nanase's theme is in the build files, but with a different soundfont.

An unused BGM for Infinite Worth EXS special attacks is also included in the game's files. It is an arrange of Thousands in the Scarlet Darkness.

Unused Moves

Originally, "Infinite Worth EXS" moves could only be used as a finisher when the opponent had under 30% of health left, so for that reason, the move animations were intended to be much longer.

Voice line lists reveal that the lines said during each IW would also be much longer, as shown below.

Linne's Infinite Worth EXS: full quote

The manifestation acting on my will (我が招来に呼応せし顕現 )
The cadence and perpetuity coming from beyond (彼方よりの鳴動、悠久 )
My upcoming strike will grant a hollow demise (これよりの一振り、虚ろの終焉 )
You can't hope to evade or block it (かわすことも受けることもかな叶わぬ!)
The true blade which mows even gods, God Mower: Blazing Flash! (神をも薙ぐ真なる刀、神薙・焔一閃!)

Yuzuriha's "yuz_se_list" file reveals that she initially had a projectile move called "Fifth Type: Vivid" (草月一刀流抜刀術伍之型:鮮), tied to a 180 command input. It is described as a shockwave that would be released as Yuzuriha swings her sword. Eltnum's sound effect file also reveals another scrapped move, "Transfer Ride" (トランスファーライド), that would be performed with the 22x input. Eltnum would have run towards the opponent, grabbed them with her legs, and then slammed them into the ground in spinning fashion, not too dissimilar from her Slide Air move (which is only usable in mid-air).

References

Credit to Sourenga for the content of this page.