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Proto:Sonic Adventure (Dreamcast)/AutoDemo/Unused Content
This is a sub-page of Proto:Sonic Adventure (Dreamcast)/AutoDemo.
To do: Unsurprisingly, a lot, given how much of the demo is inaccessible. In particular, an early model for the doll in Final Egg looking similar to his final design. |
Aside from the amount of differences in the levels, there is a rather large amount of content that has already been dummied out or removed in this build. Not only are there leftovers from the Tokyo Game Show demo, some unused content seem to date all the way back to the beginning of the game's development.
Contents
Start/Goal Images
There are two images (stored in halves) reading "Start!!" and "Goal!!" in the AutoDemo's files. They seem to be some of the earliest files in the game, dating back to November 11, 1997.
Red Mountain Ghosts
Red Mountain was meant to have ghosts in it; at this point in development, all of the coding related to the object has been removed, however the textures, models, and animations remain. Presumably, it was meant for Act 2, since it takes place in an old underground jail, however how it was meant to behave is unknown.
Early Tally Screen
Although the end-of-level tally is normally disabled (with the game normally just fading out after playing the victory animation), the coding for it is still present and can be re-enabled through hacking; unlike the final version's unique graphics, this version uses the generic debug font. Presumably, this was always intended to be a placeholder until the final graphics were created.
Speed Highway and Final Egg Lighting
While the lighting engine for the most part works the same as the final, a bizarre bug causes it to always load the lighting file for Act 1 in all acts if it detects it exists. This isn't an issue for the most part, given some stages either use the same lighting already, or lack their Act 1 files, however this creates problems for Speed Highway 2 and Final Egg 2/3. As a result, the intended lighting for them are effectively unused. In the case of Final Egg 2, it gives the stage a greener look matching up with earlier screenshots.
As-is | Intended |
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Tokyo Game Show Leftovers
In the AutoDemo, it is still possible to play the game similarly to the way it would have been played at the Tokyo Game Show.
There is a byte in RAM at 0x8C794C90 that controls which menu you are currently on (0x2C instead of 0x8C for Demul with Cheat Engine). By setting this byte to 03 during the AutoDemo title screen, you will see the title fade to white and the TGS character select will load. Selecting characters here will load their tutorial screens and then their demo level, giving you complete control of the character without having to enable the controls yourself. You start with 96 lives and 50 rings, although you can't pause the game.
Notably, Knuckles has an interactive in-game tutorial that teaches the player to glide.
Title Screen
The title screen of the TGS version can be found in the AutoDemo's files.
English TGS Screens
English versions of the TGS "How to Play" images can be found in USA_SOUSA. They aren't in any other version of the game, nor are they used at any point in the AutoDemo:
The English version of the Knuckles gliding tutorial can be found in K_TUTORIAL_USA:
Bonus Wallpaper
On track 1 of the disc, a folder can be found containing a single wallpaper that can only otherwise be found on the Japanese website: