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Lumines Supernova

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Title Screen

Lumines Supernova

Developer: Opus
Publisher: Q Entertainment
Platform: PlayStation 3
Released in JP: December 18, 2008
Released in US: October 15, 2009
Released in EU: October 22, 2009


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


Lumines Supernova introduced the Digdown mode, where the goal is to make two empty columns. Completing it grants the player a wonderful amount of nothing. Oh, there's also a LittleBIGPlanet skin.

Sub-Pages

LuminesSN-011icon.png
Unused Graphics
It's like leaving an entire archive inside a game!
Blank.png
Holiday Pack

Unused Code

VS CPU Mode Leftovers

Leftovers of the AI used in VS CPU mode can be found in folder data\info_cpu, files cpu_101.bin to cpu_110.bin, mp_1111.pd, mp_1211.pd, mp_1212.pd, and mp_1221.pd, along with two executables, named xpz_mes and xpz_pat. What these executables do is unknown, though.

(Source: tikal.)

Unused Music/Sounds

Lumines II/LIVE! Menu Music

Present in data\music_menu is an audio file containing the main menu music heard in Lumines II, Lumines LIVE! and Lumines: Puzzle Fusion PC.

Block the Sky Oddity

The skin Block the Sky contains an oddity; two of the sequence entries in its .csv file, o06music.csv, have the same number ID, resulting in one of them not being read by the game.

[SEQ_09],1,9,18,22,,  [not read]
[SEQ_09],1,10,18,,,   [read]

This also results in Sound 9, o06tr_drm5.msf, becoming completely unused, as none of the other sequence tracks use it.

The Spy Loves Me

The skin The Spy Loves Me is the only unused skin with complete data found in the game's files, even including sounds. They can be found in data\so_music21.

Sound Effects
File Name Audio Notes
21se_bonus
A gunshot and a vocal sample. Would have been used when getting a clear bonus.
21se_dash
A short, string sound. Would have been used when holding left or right.
21se_dec_lp
A guitar sample. Would have been used when a square is being cleared.
21se_dec1
A horn sample. Would have been used when landing blocks and forming a square.
21se_dec2
Another horn sample. Would have been used when landing blocks and forming a square.
21se_fall1
A siren sample. Would have been used when a small number of squares were cleared.
21se_fall2
A car braking sample. Would have been used when a medium number of squares were cleared.
21se_fall3
A different siren sample. Would have been used when a large number of squares were cleared.
21se_fall4
A helicopter sample. Would have been used when squares were cleared with the help of a special block.
21se_lr
A small horn sample. Would have been used when moving blocks to the left or to the right.
21se_lrot
A small string sample. Would have been used when rotating blocks to the left.
21se_on
A guitar sample. Would have been used when landing a block.
21se_rrot
A small string sample. Would have been used when rotating blocks to the right.
Music Segments
21trbas1
Bass samples.
21trbas2
21trbas3
21trbrs3
A horn sample.
21trcng1
A bongo sample.
21trdrm1
A drum break sample.
21trepn1
Electric piano samples.
21trepn2
21trepn3
21trgta1
Distorted guitar samples.
21trgta2
21trgta3
21trgtb1
Guitar samples.
21trgtb2
21trgtc1
21trstr1
String samples.
21trstr2
21trstr3
21trstr4
(Source: tikal.)

Unused Video

Also relating to The Spy Loves Me and that it has complete data left unused, its video can be found in data\movie\mv711_lp_1280_720.m2v.

(Source: tikal.)

Unused Text

Strange Tracklist

A somewhat odd tracklist index can be found in skin.txt. It mentions the skins STRANGERS, You are not here., So that someone may visit you. and tiny piano, in this order.

;==== base data ====
data/info_mi/mission_data.bin
data/info_pz/puzzle_data.bin
data/info_pz/puzzle_image.bin

data/info_cpu/mp_1111.pd
data/info_cpu/mp_1211.pd
data/info_cpu/mp_1212.pd
data/info_cpu/mp_1221.pd
data/info_cpu/cpu_110.bin

;==== base skin ====
data/game_a/game_a_1p.2db
data/game_a/game_a_2p.2db
data/blk_eff/blk_eff.2db
data/attack/attack.2db
data/timeline/timeline.2db

;==== stage 1 ====
data/skin016/skin016_1p.2db
data/skin016/skin016_blk.2db
data/so_music09/so_music09.csv
data/movie/mv016_1280_720_lp.wmv

;==== stage 2 ====
data/skin021/skin021_1p.2db
data/skin021/skin021_blk.2db
data/o08music/o08music.csv
data/movie/mv021_1280_720_lp.wmv

;==== stage 3 ====
data/skin025/skin025_1p.2db
data/skin025/skin025_blk.2db
data/o15music/o15music.csv
data/movie/mv025_1280_720.wmv

;==== stage 4 ====
data/skin714/skin714_1p.2db
data/skin714/skin714_blk.2db
data/o27music/o27music.csv
data/movie/mv714_1280_720.wmv

VS CPU Mode Tracklist

A tracklist index for VS CPU mode can be found in vscpu.lst. Based on this file, it is likely that VS CPU Mode would use the same tracklist as Lumines II and Lumines LIVE! if it were to appear.

;==== base data ====
data/info_mi/mission_data.bin
data/info_pz/puzzle_data.bin
data/info_pz/puzzle_image.bin

data/info_cpu/mp_1111.pd
data/info_cpu/mp_1211.pd
data/info_cpu/mp_1212.pd
data/info_cpu/mp_1221.pd
data/info_cpu/cpu_110.bin

;==== base skin ====
data/game_a/game_a_1p.2db
data/game_a/game_a_2p.2db
data/blk_eff/blk_eff.2db
data/attack/attack.2db
data/timeline/timeline.2db

;==== autogenerated 101 ====
data/skin101/skin101_1p.2db
data/skin101/skin101_blk.2db
data/o16music/o16music.csv
data/movie/mv101_lp_1280_720.wmv

;==== autogenerated 102 ====
data/skin102/skin102_1p.2db
data/skin102/skin102_blk.2db
data/so_music22/so_music22.csv
data/movie/mv102_lp_1280_720.wmv

;==== autogenerated 103 ====
data/skin103/skin103_1p.2db
data/skin103/skin103_blk.2db
data/o17music/o17music.csv
data/movie/mv103_lp_1280_720.wmv

;==== autogenerated 104 ====
data/skin104/skin104_1p.2db
data/skin104/skin104_blk.2db
data/so_music11/so_music11.csv
data/movie/mv104_lp_1280_720.wmv

;==== autogenerated 105 ====
data/skin105/skin105_1p.2db
data/skin105/skin105_blk.2db
data/o22music/o22music.csv
data/movie/mv105_lp_1280_720.wmv

;==== autogenerated 106 ====
data/skin106/skin106_1p.2db
data/skin106/skin106_blk.2db
data/so_music17/so_music17.csv
data/movie/mv106_lp_1280_720.wmv

;==== autogenerated 107 ====
data/skin107/skin107_1p.2db
data/skin107/skin107_blk.2db
data/o19music/o19music.csv
data/movie/mv107_lp_1280_720.wmv

;==== autogenerated 108 ====
data/skin108/skin108_1p.2db
data/skin108/skin108_blk.2db
data/so_music18/so_music18.csv
data/movie/mv108_lp_1280_720.wmv

;==== autogenerated 109 ====
data/skin109/skin109_1p.2db
data/skin109/skin109_blk.2db
data/o21music/o21music.csv
data/movie/mv109_lp_1280_720.wmv

;==== autogenerated 110 ====
data/skin110/skin110_1p.2db
data/skin110/skin110_blk.2db
data/so_music36/so_music36.csv
data/movie/mv110_lp_1280_720.wmv

Tracklist Index Oddities

The tracklist index for Digdown mode, found in digdown.lst, has an oddity: three unused skins, IDs 914, 915 and 975, are referenced right after ID 820, the last skin normally playable in the mode. They all use a .csv file linked to SQUARE DANCE, and do not have any proper assets in the game's files.

;==== autogenerated 955 ====
;data/skin914/skin914_1p.2db not found
;data/skin914/skin914_blk.2db not found
;data/music01/music01.csv
;data/movie/mv914_lp_640_360.wmv not found

;==== autogenerated 956 ====
;data/skin915/skin915_1p.2db not found
;data/skin915/skin915_blk.2db not found
;data/music01/music01.csv
;data/movie/mv915_lp_640_360.wmv not found

;==== autogenerated 952 ====
;data/skin975/skin975_1p.2db not found
;data/skin975/skin975_blk.2db not found
;data/music01/music01.csv
;data/movie/mv975_lp_1280_720.wmv not found

The Sequencer tracklist index, in file sequencer.lst also lists IDs 602 to 604, suggesting the Sequencer would be more like its Lumines II rendition.

;==== autogenerated 602 ====
;data/skin602/skin602_1p.2db not found
;data/skin602/skin602_blk.2db not found
;data/music01/music01.csv
;data/movie/mv602_lp_1280_720.wmv not found

;==== autogenerated 603 ====
;data/skin603/skin603_1p.2db not found
;data/skin603/skin603_blk.2db not found
;data/music01/music01.csv
;data/movie/mv603_lp_1280_720.wmv not found

;==== autogenerated 604 ====
;data/skin604/skin604_1p.2db not found
;data/skin604/skin604_blk.2db not found
;data/music01/music01.csv
;data/movie/mv604_lp_1280_720.wmv not found

Lumines Plus Leftover Text

The entirety of Lumines Plus' text can be found in data\menu, labeled mes_en.bin, mes_fr.bin, mes_ge.bin, mes_it.bin, mes_jp.bin and mes_sp.bin. As Lumines Plus was never released in Japan, mes_jp.bin and mes_en.bin are identical.

Developer Instructions

In certain folders, there are readme.txt files containing developer instructions. "Kode" and "Senba" likely refer to Osamu Kodera and Kenji Senba, who were credited as programmers for Lumines II.

info_cpu

Japanese English
-----------------------------------------------------------------------------
 CPU思考データコンバート  by kode
-----------------------------------------------------------------------------

-----------------------------------------------------------------------------
 マッチパターンデータ作成  
-----------------------------------------------------------------------------
コンバートはDDEを使用するため、エクセルを開いた状態で実行します

1.block_pat.xls を開く
2.match_pattern.pl を実行
3.mp_1111.pd mp_1211.pd mp_1212.pd mp_1221.pd が出来る


-----------------------------------------------------------------------------
 CPU キャラクターパラメータデータ作成  
-----------------------------------------------------------------------------
コンバートはDDEを使用するため、エクセルを開いた状態で実行します

1.cpu_chara.xls を開く
2.cpu_chara.pl を実行
3.cpu_101.bin ... cpu_110.bin が出来る
-----------------------------------------------------------------------------
 CPU Logic Data Converesion by kode
-----------------------------------------------------------------------------

-----------------------------------------------------------------------------
 Match Pattern Data Creation
-----------------------------------------------------------------------------
As conversion uses DDE, it is run with the Excel file open

1. Open block_pat.xls
2. Run match_pattern.pl
3. mp_1111.pd mp_1211.pd mp_1212.pd mp_1221.pd are created


-----------------------------------------------------------------------------
 CPU Character Parameter Data Creation 
-----------------------------------------------------------------------------
As conversion uses DDE, it is run with the Excel file open

1. Open cpu_chara.xls
2. Run cpu_chara.pl
3. cpu_101.bin ... cpu_110.bin are created

info_le

Japanese English
-----------------------------------------------------------------------------
 レッスンデータコンバート  by senba
-----------------------------------------------------------------------------

-----------------------------------------------------------------------------
 マッチパターンデータ作成  
-----------------------------------------------------------------------------
コンバートはDDEを使用するため、エクセルを開いた状態で実行します

1.lesson.xls を開く
2.lesson_data.pl を実行
3.lesson_data.bin  が出来る
-----------------------------------------------------------------------------
 Lesson Data Conversion by senba
-----------------------------------------------------------------------------

-----------------------------------------------------------------------------
 Match Pattern Data Creation  
-----------------------------------------------------------------------------
As conversion uses DDE, it is run with the Excel file open

1. Open lesson.xls
2. Run lesson_data.pl
3. lesson_data.bin is created

info_mi

Japanese English
-----------------------------------------------------------------------------
 ミッションデータコンバート  by kode
-----------------------------------------------------------------------------

-----------------------------------------------------------------------------
 マッチパターンデータ作成  
-----------------------------------------------------------------------------
コンバートはDDEを使用するため、エクセルを開いた状態で実行します

1.mission.xls を開く
2.mission_data.pl を実行
3.mission_data.bin  が出来る
-----------------------------------------------------------------------------
 Mission Data Conversion by kode
-----------------------------------------------------------------------------

-----------------------------------------------------------------------------
 Match Pattern Data Creation 
-----------------------------------------------------------------------------
As conversion uses DDE, it is run with the Excel file open

1. Open mission.xls
2. Run mission_data.pl
3. mission_data.bin is created 

info_pz

Japanese English
-----------------------------------------------------------------------------
 パズルデータコンバート  by kode
-----------------------------------------------------------------------------

-----------------------------------------------------------------------------
 マッチパターンデータ作成  
-----------------------------------------------------------------------------
コンバートはDDEを使用するため、エクセルを開いた状態で実行します

1.puzzle.xls を開く
2.puzzle_data.pl を実行
3.puzzle_data.bin puzzle_image.bin が出来る
-----------------------------------------------------------------------------
 Puzzle Data Conversion by kode
-----------------------------------------------------------------------------

-----------------------------------------------------------------------------
 Match Pattern Data Creation  
-----------------------------------------------------------------------------
As conversion uses DDE, it is run with the Excel file open

1. Open puzzle.xls
2. Run puzzle_data.pl
3. puzzle_data.bin puzzle_image.bin are created
(Source: tikal.)