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ANNOUNCEMENT!!! obscuretobyfox has officially expanded! I was recently contacted by @sillyspinda about becoming a mod for this blog, and after seeing her work on TCRF and her history with this blog I'm happy to announce she's officially been added !! This will result in more frequent posting, specifically more unused stuff and concept art and whatnot! I'll let her give an introduction here:
hi im daisy!!! ive been an undertale + deltarune fan since 2015!!! ive been active on tcrf on and off; i created the prerelease page for deltarune, posted ralseis manual on the site, and archived a bunch of chapter 1s concept art!!! i hope to bring u guys lots of fun and obscure stuff on the account as much as i can!! 💗💗💗
Posts by Daisy will be tagged with 💗, and posts by me (Kitty) will be tagged with 💚 from now on! I'm looking forward to the future of this blog :3!!
I will also possibly be considering adding more mods in the future (no promises though) so if you think you have something you could bring to the blog, feel free to reach out :3
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there a couple of textures featuring Nini-tan/Sakura (Ukagaka's first default ghost) hidden inside the game files for Ys VI: The Ark of Napishtim (Windows)(2003) and Ys: The Oath in Felghana (Windows) (2005) developed by Nihon Falcom.
the test map tiles featuring Nini-tan titled TEST1-1.png and TEST2.png were found in a folder titled 'hidden'.
in The Ark of Naphishtim the texture is featured on the walls of 2 unused maps, S_HIDDEN0 and S_HIDDEN2. the maps lack proper boundaries
in Oath of Felghana it's used again in (a slightly different) unused debug map, S_HIDDEN0
they're probably not intended to be seen during normal gameplay, presumably put there at some point by a developer who uses Ukagaka as placeholders for debugging purposes and leftover in later Windows Ys games from Ys VI. the rooms remain in Ys Origin but with the Nini/Sakura image removed.
source: (★) , (★), (★) (initially discovered by 'koa' from the Ancient Ys Forums back in 2009)
#trivia#ukagaka#Ys#nihon falcom#tcrf#game debug#unused graphics#ukagaka in unexpected places#???#obscure games#well not that obscure#ys series#falcom#jrpg#dummy data#didnt notice that there was more about it on tcrf til after i posted it sorry for so many edits T_T
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🎨 Unused Personalization Styles in The Sims 2: Analysis of Hidden Customization Mechanics by Perpexity AI Deep Research
Perpexity AI Deep Research generated a really interesting research about the list of strings "unused - Personal styles" . And I want to share it.
List documented on The Cutting Room Floor:

The development of The Sims 2 involved extensive experimentation with gameplay mechanics, many of which remain as code artifacts. The table with identifier 0x000000D2, containing categories like Natural, Romantic, Dramatic, Classical, Eclectic, and Trailer Park, represents a fragment of an unfinished personalization system that could have revolutionized character and environment customization[1][2].
Evolution of the Style System During Development
Origins of the Concept
During early development, Maxis experimented with a multidimensional trait system that expanded beyond core personality parameters. Internal game files suggest that Personal Styles were intended to complement existing Aspirations and Turn-Ons/Turn-Offs, dynamically generating Sims' preferences for clothing, decor, and social interactions[2]. Unlike the final implementation, where players manually select aesthetics, the original design proposed automated style-based preference generation.
Technical Implementation
Analysis of string identifiers (0x7FE59FD0) and data structures reveals that the style system was deeply integrated into the game’s core architecture. Each style included:
- Unique object interaction animations
- Predefined color palettes for Create-A-Sim (CAS)
- Architecture generation algorithms for Build Mode
- Behavioral patterns for social dynamics[2]
Connection to Other Cut Features
These styles intersected with the scrapped Neighborhood Aspirations system, where neighborhoods would gain thematic specializations (family-oriented, career-focused, etc.). Early builds suggest style choices for households could influence:
- Frequency of specific Townie types
- Availability of exclusive build-mode objects
- Unique random event generation[1]
Analysis of Style Categories
Natural
Focused on organic materials, linen clothing, and outdoor activities. Code references unused gardening animations and nature-related interactions[2].
Romantic
Emphasized Victorian architecture, lace textures, and increased frequency of romantic interactions. Unused dialogue includes poetic declarations of love[2].
Dramatic
Featured theatrical behaviors like exaggerated gestures and conflict-prone traits. Files contain unused stage props and harlequin costumes[1].
Classical
Inspired by Greco-Roman architecture with columns and mosaics. Elements later appeared in the University expansion[1].
Eclectic
Mixed historical eras and cultural motifs. Technical limitations in 2004 prevented implementation of dynamic object combinations[2].
Trailer Park
A controversial "lowbrow" aesthetic with rusted furniture and graffiti. Likely removed due to concerns about ESRB ratings and cultural sensitivity[1].
Reasons for Removal
Technical Constraints
Implementing dynamic styles required:
- Additional 512MB RAM
- High-resolution texture sets
- Complex asset prioritization systems[2]
Gameplay Balance Issues
Playtesting revealed that automated style generation:
- Limited creative freedom in CAS and Buy/Build Mode
- Clashed with Aspiration fulfillment mechanics
- Overcomplicated tutorials for new players[1]
Marketing Considerations
The Trailer Park style risked increasing the ESRB rating to Teen, which conflicted with EA’s family-friendly branding. Internal documents cite worries about reinforcing stereotypes[1].
Legacy in the Final Game
Elements of the scrapped system resurfaced in:
- The Hobbies & Interests system from FreeTime
- Neighborhood-specific Townie generation logic
- Hidden compatibility parameters for social interactions[2]
Conclusion
The 0x000000D2 style table exemplifies the developers’ ambitious vision that outpaced 2004-era hardware. While cut from the final release, these concepts laid the groundwork for later innovations, including The Sims 4’s Lifestyle system.
Citations:
[1] The Sims 2 Cut Content: Unreleased Features, Graphics & More! (YouTube)
youtube
[2] The Cutting Room Floor: The Sims (Windows)/Unused Behaviors/Sim Features
#sims 2#ts2#the sims 2#sims2#sims 2 beta#unused#objects.package#tcrf#unused content#personal styles#unused personal styles#natural#romantic#dramatic#classical#trailer park#the sims#sims#youtube#the sims 2 beta#Youtube#eclectic
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Hey Tumblr!
mind telling me what the FUCK toby mode is and why it's in that stupid knife wave attack?
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WE ARE THE ROBOKINGLINGS! PLEASE FEED US!
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unused doll
"Hey, I got the file trace from the 100% playthru. Every asset the game ever loaded."
"Fuck yes. I'm so bad, Sierra, I can't get past the second to last chapter, you're a lifesaver. So we just run this against the archive manifests and…"
"Not too much, huh."
"Guess not. That's all the leftovers. A a bunch of sounds, voice codec compressed, a few textures, just one mesh."
"Bones with it?"
"Yep. Usual format, I think, looking at the headers; not the one from the beta. Must have been cut pretty late. Lemme search for the mesh name, maybe there's a… yep, there's character data too. All commented out."
"That whole character data file gets loaded every scene, either from cache or disk, so that's probably why we missed it. So I think we just need to uncomment it and add it back to the model viewer on the extras menu? Yeah."
"Repacking and restarting. One sec."
"Oh, there she is! Aww, she's kinda cute. I wonder why they cut her. Play her voice lines."
"This one is pleased to serve."
"You think she was one of the companion characters?"
"Or a summon."
"Start a screen recording, let's get this up before someone else does."
"Started."
"I'm your doll. Use me as you see fit."
"Companion, definitely."
"We do not bleed as you do, but we still serve the same cause."
"Her VA's really good. Hard to sell a line like that."
"Spin her around, let's get the full model."
"This one is… afraid, Guardian. It doesn't know what it did to deserve this."
"Wonder what that scene that's from."
"No idea. Is that the last voice line?"
"Dunno. Click it again."
"Please, Guardian. Please don't put me back in the box."
"Please, Guardian. Please don't put me back in the box."
"Please, Guardian. Please don't put me back in the box."
"Guess that's all of them… Dani?"
"Sorry. Having a moment. Look. This is going to sound weird."
"What is?"
"Leave the model viewer open a little longer."
"Why?"
"Just do it, Sierra." □
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A month earlier I found a list of unused content for Majora's Mask while looking for one specific screenshot of the Medicine Shop Owner that I saw on some wiki a long time ago. I satisfied my curiosity, found that screenshot, and will share the list here.
#tloz#loz#tloz mm#tlozmm#loz mm#lozmm#the legend of zelda#thelegendofzelda#majora's mask#majorasmask#the legend of zelda majora's mask#thelegendofzeldamajorasmask#zelda games#unused content#unused game content#tcrf
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@camwthedestroyer and I were in a vc digging through terraria code, theres a bunch of weird unused screensaver like screen draws in the code for some reason (documented them on tcrf btw check it ive been like the only editor for terraria)
(Cam recorded these herself)
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Unseen and Scrapped Content in The Sims 2: Castaway Stories
You might be surprised to learn just how much content was cut or left unfinished during the development of The Sims 2: Castaway Stories—and even The Sims 2 in general.
- One of the most intriguing discoveries is the "Costume Trunk," which would have allowed your Sims to dress up in various costumes, from cowboys to mobsters and musketeers. There was even supposed to be an "Acting Costume Trunk" with unique interactions like "Brandish Sword" for the musketeer costume. Imagine the gameplay potential!

- Another scrapped feature was a variety of social clubs. While Fraternities and Sororities made it into the game, there were plans for clubs like a Secret Society, a Robo-Battle Club, a Drama Club, and even a Gaming Club! These would have brought a whole new layer of social dynamics to the game.
- Behind the scenes, test objects like the "Facial Animation Player" and "Memory Manager" were used by developers to debug and refine Sim behaviors, emotions, and relationships.
- One particularly interesting cut feature is the "Tabletop RPG" object, where Sims would roleplay as Mages, Warriors, and Thieves in a Dungeons & Dragons-style game. How cool would that have been?

All these unused objects and ideas show just how much *he Sims 2 evolved during development. They give us a glimpse into what could have been and reveal the rich, creative process behind one of the most iconic simulation games of all time.
#sims 2#ts2#the sims 2#sims2#sims 2 beta#tcrf#castaway#sims castaway stories#the sims castaway stories#castaway stories#costume trunk#dungeon and dragons
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i can't look at super mario 64 unused content normally anymore because i just go "omg that's my friend Motosman from B3313"
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hey tcrf nation!! here's a doc i made for a new character . introducing cheri !!! also theres sci-fi elements now thatll introduce in a later post
#wip intro#wip#original character#character intro#writers on tumblr#tcrf#i made the template myself hehe#srry if it isnt mobile friendly i made this w desktop in mind
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