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Billy Hatcher and the Giant Egg (GameCube)

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Title Screen

Billy Hatcher and the Giant Egg

Also known as: Giant Egg - Billy Hatcher no Daibouken (JP)
Developer: Sonic Team
Publisher: Sega
Platform: GameCube
Released in JP: October 9, 2003
Released in US: September 23, 2003
Released in EU: October 31, 2003


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
  • Look for regional differences in the Japanese and European ISOs.
  • Action Replay codes for US and JP versions.

Billy Hatcher and the Giant Egg is a unique platformer that involves using oversized eggs and hatching them to befriend animal friends contained within them. Cock-a-doodle-doo!

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
BillyHatcher GC EURDemo.png
European Demo
A European demo based off the final version.
Blank.png
USA Demo
A US demo based off the final version.
BillyHatcher GC DebugMenuMain.png
Debug Menu
A debug menu letting you access various parts of the game.

Unused Video

There's an unused video in the game's files titled mv_boss_clear7.sfd. It's identical to the first part of the ending, except it doesn't have any audio. This may have been used after defeating Dark Raven, but the ending plays automatically after doing so in the final game. The actual ending movie, mv_ending.sfd has this part baked into it with audio.

Unused Sounds

tosakaget.adx

An unused fanfare. Considering the name "tosaka" in the filename, it's likely an early version of the fanfare for collecting an Emblem of Courage. The fanfare used is eb_get.adx.

Unseen Textures

In the stage select menu, the underside of the book that leads to the Egg Gallery cannot be seen normally due to the camera angle. Moving the camera reveals that it is fully modeled and has a unique texture for the cover.

BillyHatcher GC Unseen BookCover.png BillyHatcher GC EggGalleryBook Texture.png

Unseen Level Details

BillyHatcher GC BlizzardCastleM1Crates.png

An area of mission 1 in Blizzard Castle contains a stack of crates on top of ice shards. The upper-middle crate is not properly aligned with the others. Since you cannot get to this area in mission 1 and there are no crates at this location in any other mission, it's possible that this level underwent several changes during development.

Unused Graphics

BillyHatcher GC UnusedTornadoIcon.png

An icon for a tornado is stored in the same texture as the icons for the egg and foot pads. This may have originally been used in Mission 2 of Sand Ruin to deactivate the fog trap, but the game has a standard switch that must be pushed down with an Egg Driver instead.

Unseen Behavior

If hacked into boss battles, Egg Animals are capable of hurting bosses and deal a very large amount of damage to them. To see this behavior for yourself, use the following PAL Action Replay code to replace all standard eggs with Cipher eggs, then hatch Cipher in any boss battle that has fruit:

04003E30 2C030000
04003E34 40820008
04003E38 38600014
04003E3C 2C030063
04003E40 4813F344
04143180 4BEC0CB0

(Source: Ralf (GC-Forever))

Debug Information

BillyHatcher GC DebugInfo.png

The game has a feature to display a few pieces of debugging information at runtime.

  • Heap free size - How much memory remains in the heap.
  • Heap Max size - The current size of the heap.
  • Exec Time - Indicates how long it took to run a full game loop.
  • Disp Time - Indicates how long it took to render a frame.

To show this information, activate the following PAL Action Replay code.

0400C380 60000000
0400C390 3C600011
0400C3A8 3C600011
0400C3C4 3CC00011
0400C3E4 3CC00011

(Source: Ralf (GC-Forever))

Memory Leak Check

Hmmm...
To do:
Find if there's a way to make this screen do anything significant. Also check if there's a way to enable this in the prototype.

BillyHatcher GC MemoryLeakCheck.png

There's a memory leak check hidden in the game. On the right side shows the same list of files featured in the debug menu.

Pressing B toggles rendering the text, and pressing Start exits the screen. It seems to be non-functional in the final build: no additional information is displayed, and no other buttons do anything.

To enter this screen, activate the following PAL Action Replay code, then enter the Egg Gallery from the level select screen.

04032788 381F000A
04183274 38800016

(Source: Ralf (GC-Forever))


Regional Differences

JP International
BillyHatcher GC Title JP.png BillyHatcher GC Title USA.png

The egg is rotated differently in the Japanese and international logos.

JP International
BillyHatcher TechScreen JP.png BillyHatcher TechScreen.png

The technologies screen in the Japanese version doesn't mention Dolby nor the Game Boy Advance connectivity.


  • The Japanese version has a language select featuring a choice between Japanese and English. This leaves the USA version as the only one without a language select.