Due to some events, the old thread got deleted. But here it is again, I'll try and get all the info back up.
Rez has a really useful way to sequence it's music. Inside of Rez is a midi based music system. This midi based system uses midi files with 32 channels to create the music for a level. The game loads up the midi file, and then looks for and loads an MPB file and an FPB file. The FPB file tells the game what channels to activate at each layer, while the MPB file actually contains the samples for the song. These samples are then used on the midi file, and then you get the music you hear in-game.
Enemies and other normal level events (Camera angle changes, BPM changes, etc) are handled by a system called 'Mainflow'. There is an editor in the beta for these files. In the beta, if you have created a Mainflow file, and saved it (By default to the VMU), the game will first check for this file, and then fall back to the versions on the disc.
Levels are assembled via another system, this time called a 'Pass'. The beta contains parts of this PassEditor, but I have been unsuccessful in using it. Perhaps it could be invoked with a Katana Unit. Though you can delete every object of a level in the beta. But that can crash the game.
Textures are in the common .PVR format, inside of .PVM archives. These can be edited with the right tools.
There are some interesting things missing on the leaked beta. Such as the STG50 files. You can select from the left click menu stages 1, 2, 3, 4, 5, 6, and 20. Loading 50 will crash the game on a 'Can't find STG50.BIN!!' screen. Another missing file is a module file. SNDTEST. I can only assume this was a sound testing module. It will crash the game on a similar screen to STG50's.
Some unused test mode textures-
Alpha and Beta videos-
Work in progress #1
Work in progress #2
Work in progress #3
Beta menu texture-
Every texture from both beta and final versions-
Unused texture from a different, unused title video in the beta-
Message from a source-
There are some videos floating around, we had concepts of the guy being in a big chair with crazy woofer speakers, much more hip hop. Then it went through a very organic phase, undersea microscopic creatures and stuff, which kind of survived the transition into the current form.
I wanted it to be a bit deeper, like 2 or 3 buttons but Mizuguchi-san insisted it stay very minimal so everyone could enjoy it. Thats also why we included the trance mode, where you basically cant die so even people who suck at games can enjoy our game.
Beta keyboard commands-
Beta Test mode commands-
Beta Area1 enemy-
Info on the beta enemy from a source-
'Holy **** thats awesome I forgot all about him!! He was the original bigger enemy from stage 1 that I designed and modeled, the art director towards the end of the game decided he didnt like it and made the new one with the one big fin hanging down. I miss that guy, his tentacles were bright blue and waved all over the place, I was very proud of it. Sad that it didnt make it!'
More beta enemies-
Beta player form (From this video- http://www.youtube.com/watch?v=sxAcC1lqrNU&NR=1 )
Info on these images-
'wow those are all old prototypes. It took us a while to really nail down the aesthetic and how we were going to approach everything visually. The squares all transformed into different shapes in time with the music, and the other two are prototypes of undersea microscopic life we were almost decided on before we found the tron-like aesthetic we ended up going with.'
Some early work on Rez's .mpb format compression-
More recent work on the compression-