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Proto:Sonic Adventure 2 (Dreamcast)/May 7, 2001 Prototype/Debug Mode

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This is a sub-page of Proto:Sonic Adventure 2 (Dreamcast)/May 7, 2001 Prototype.

The May 7, 2001 prototype of Sonic Adventure 2 may have been too late in development to have many major differences to the final game, but it makes up for it in the amount of Debug functions left in the game. Up until its release debug functions could only be found in The Trial and Preview, demos that only offered a small number of stages. The May 7 prototype is not only the full game with said debug functions, but also has additional features not seen in any other version.

Entering Debug Mode

SonicAdventure2May7 DebugEntry.png

Most of the debug features need a flag enabled to use them. The address of this flag is listed below by version: (Adjust for emulators if needed, 2CXXXXXX for Demul etc.)

Version Address Codebreaker
The Trial 8C0AE83A 000AE83A 00000001
Preview 8C0C52EA 000C52EA 00000001
May 7 8C0DDB6A 0F0DDB6A 00000001

Debug mode will remain active until the system is reset.

If the flag is activated in a stage, it displays this message briefly, albeit corrupted if not using Japanese text (in The Trial, a voice clip from the opening is played):

Japanese Translation
0に相当する台詞がない There is no dialogue equivalent to 0

When Debug Mode is enabled any map loaded that doesn't have a title card (Such as bosses) will briefly show its name as text using this list. If the map's name isn't in the list it'll say "NO NAME" instead.

Additionally, if Cannon's Core is selected from level select, completing a section with Debug Mode on will return you to the world map.

Free Movement Mode

Free Movement mode is available and behaves in the same way as it does in the previous game.

These are the controls for Free Movement mode:

  • X - Enter Free Movement Mode.
  • A - Exit Free Movement Mode.
  • B - Go back to the starting position.
  • Analog Stick - Move around.
  • X + Analog Stick - Move Up/Down.

Entering Free Movement mode will cause Sonic to fall off his board if he is using one.

Object Editor

SonicAdventure2May7 DebugObjectEditor.png

The same object editor seen in SADX: Preview is also in this version and works almost the same, but "MULTI" mode is inaccessible. It can view any object in the stage (and explains properties related to said object), place new ones and edit those that already exist. While the editor is open every hidden object in the map (such as sunglasses springs) is made visible.

  • - X+A: Enter editor.
  • - Start + Analog: Rotate camera.
  • - Start + L/R: Zoom camera.
  • - Start+X: Snap cursor to floor.
  • - Directional Pad: Move on horizontal plane.
  • - L/R: Move up and down.
  • - A+X: Cycle the coordinate editor between position, rotation and scale.
  • - X/Y/B+Directional Pad: Edit respective coordinates corresponding with the held button.
  • - A+Directional Pad: Navigate item list.
  • - A+B: Cycle ACT MODE between Place and System.

The Trial & Preview: Not Present

In PLACE mode:

  • Start+A: Grab the closest object from the current DATA TYPE.
  • Start+B: Place object.

In SYSTEM mode:

  • X: Cycle DATA TYPE between "COMMON SET" (Objects in SETXXXX_S files) and "PLAYER DEPENDENT SET" (Objects in SETXXXX_U files).
  • A+X: Exit editor.

"MULTI" mode does exist but is hardcoded to be skipped over. To access it, set 8C0FB6C8 to 1.

(Source: Exant (Multi Mode))

Camera Editor

SonicAdventure2TheTrial debugcamera.png

Upon entering this editor, the player can view (and edit) any camera in the stage or create new ones. There are two menus in this editor - the main editor and the point editor.

Player 1

  • - X+Y - Enter editor.
  • - A+X - Exit editor.
  • - Analog Stick - Move view.
  • - Start+Analog Stick - Rotate current view.
  • - Start+A - Grab nearby placed Camera/Point.
  • - Start+B - Place Camera/Point.

When outside the editor, Sonic will turn his head towards the camera when either the L or R buttons are pressed, similar to the Z button in the previous game.

Any changes the player makes will remain until they exit the level.

The Trial & Preview: Present

Main Editor

The main editor can add, edit, remove and generate data about cameras in the current stage.

Player 1

  • A+B - Change movement speed (Main editor, with four settings: Normal, High, Super, and Madness).
  • X+B - Change movement speed (Point editor).
  • Directional Pad - Navigate Menus.
  • B+Directional Pad - Increase or Decrease values.

There are 9 menus in the main editor that each affect a different property of the camera being worked on. The first, BASE, has several options:

  • MODE - The type of camera being placed (See below).
  • LEVEL - Unknown.
  • COLLI - Shape of the trigger for the camera (SPHERE, PLANE or CUBE).
  • ADJUST - Unknown (See below).
  • ENTRY - Unknown (COMMON or PART 1P).

List of cameras types available under MODE (in order):

FOLLOW
KNUKLES
EDITOR
EDITOR2
SNAPSHOT
KLAMATH
POINT
ASHLAND
FIX
LEAVE
SPACE
CARMEL
MOTION
BOSSINIT
BOSSPOINT
COLLISION
PSTONE
INIT
EASYSET
BOSSKLAMATH
GAKUGAKU
KNUCKLES_L
FIX2
PSTONE2
SS
COLLI-LR

List of options under ADJUST:

NONE
HALF
THREE1
THREE2
THREE3
THREE4
THREE5
RELATIVE1
RELATIVE2
RELATIVE3
RELATIVE4
RELATIVE5
RELATIVE6

The 8 other menus set the position, rotation and scale of the camera among other things:

  • COLPOS - Position of the camera trigger object.
  • COLANG - Rotation of the camera trigger object.
  • COLSCL - Scale of the camera trigger object.
  • CAMPOS - Position of the camera.
  • CAMANG - Rotation of the camera.
  • TGTPOS - Position of the point the camera orbits.
  • OTHER INTEGER - Unknown, shows a list of 7 integers, all 0 by default.
  • OTHER INTEGER - Unknown, shows a list of 7 adjustable floats, all 0.0 by default.

Point Editor

SonicAdventure2May7 DebugCamPointEditor.png

The point editor is used to place different markers that seem to be related to camera pathing.

Player 1

  • - X+Y - Enter editor (While in the main editor).
  • - A+X - Exit editor (Goes back to the main editor).
  • - Y - Cycle between points (PLAYER POINT SET, FRIEND SET, CAMERA POINT SET).

Player 2 Controls

SonicAdventure2May7 DebugCameraP2Displays.png

At any time in a stage the second controller can toggle a variety of features involving the camera during gameplay.

Player 2

  • - A+Y - Toggle camera collision. When disabled, the camera can move through geometry and "COLLISION OFF!" is displayed on-screen.
  • - Y+A - Show the properties of any active cameras.
  • - X+B - Make camera triggers visible (if hidden, you can only see them inside the editor).

Sound Test

SonicAdventure2TheTrial debugsoundtest.png

The fourth controller can access a menu that can play any currently loaded sound effect:

  • - A+B - Enter Sound Test.
  • - A - Play the selected Sound.
  • - Y - Change call mode.
  • - Directional Pad - Navigate Menu.
  • - B+X - Exit Sound Test.

The Trial & Preview: Present
(Screenshot taken in The Trial)

Event Test

SonicAdventure2 DebugEvents.png

Event Test is a cutscene viewer in all versions of the game. It always has some debug functions in it but in a few prototypes (The Trial, Preview and this one) it's a lot more powerful due to extra displays and 2P controller combinations the developers used that were eventually removed.

Event Test can be accessed via the Debug menu system, which is still fully functional in the final game.

Since none of the 1P controller functions were removed, they can be found on the final game's page and this one will explain the different combinations specific to the 2P controller.

The Trial & Preview: Present
(Screenshots below are from The Trial)

Debug Display

When you start a cutscene you're granted with 3 counters on the left. It can be toggled with X+A.

  • Current frame in the scene.
  • Current frame in the camera.
  • Current camera.

There are also two counters labeled "DRAW" and "SH-4" on the right that keep track of the amount of active geometry.

Debug Camera Mode

SonicAdventure2TheTrial debugcameramode.png

Debug Camera Mode allows you to control the camera.

  • - B+Y - Activates/Deactivates.
  • - Analog Stick - Move Camera.
  • - Directional Pad - Rotate Camera.
  • - Left Trigger - Up Vertical.
  • - Right Trigger - Down Vertical.

New cameras called by the cutscene while active are ignored, showing otherwise obscured details such as models teleporting between shots.

The properties of the camera being used on activation (Zoom level etc.) are kept until the player deactivates this mode, whereupon the game immediately switches to the normal camera of the current frame.

Sprite Viewer

SonicAdventure2TheTrial textureviewer.png

This mode lets you view the textures loaded within the current event.

  • - X+Y - Activates.
  • - A+Directional Pad - Position Texture.
  • - B+Directional Pad - Navigate Texture List.
  • - X+Directional Pad - Scale Texture.
  • - Start (Hold) - Alpha Draw.
  • - A+X - Deactivates.

Fog Edit Mode

SonicAdventure2TheTrial fogedit.png

This mode doesn't seem to affect anything.

  • - A+B - Activates/Deactivates.

Change

SonicAdventure2TheTrial change!!!!!!!.png

Prints the word "CHANGE!!!!!!!" on the screen for a split second, but doesn't seem to have any effect otherwise.

  • - Y+B - Activates.

Coordinates

SonicAdventure2TheTrial xyzposition.png

This mode features multiple variables and an X, Y, Z coordinate object. Changing the position variables will reposition the cursor, however, changing the other selected variables seem to have no effect on anything.

  • - X+B - Activates.
  • - Analog Stick/Directional Pad Up/Down - Navigate.
  • - X+Directional Pad Up/Down - Increase/Decrease selected variable (10).
  • - A/Y+Directional Pad Up/Down - Increase/Decrease selected variable (1).
  • - B+Directional Pad Up/Down - Increase/Decrease selected variable (0.1).
  • - A+X - Deactivates.

Pause Menu Displays

SonicAdventure2May7 DebugPauseMenu.png

When Debug Mode is active, buttons can be pressed on the pause menu for various purposes that are explained on-screen:

X:SWITCH DISPLAY PERFORMANCE
B:SWITCH DISPLAY CHARA-COLLI
Y:SWITCH LAND BLOCK OFF(NOW ON/OFF)
>:VIEW FRAME BY FRAME

Advancing frame by frame hides the pause menu and no other modes can be toggled until the game is paused again.

The Trial & Preview: Partially Present (No prompt on the pause menu and only the frame advance can be used. The other displays are present but inaccessible)

Performance Display

SonicAdventure2May7 DebugPerformance1.png

Pressing X shows a display of the game's performance, showing how much is loaded in the current frame. In the center of the screen is a list of tasks executed in the current stage with the location of their main code (exec) and draw (display) functions, along with how many instances of the task are currently active. D-Up and D-Down are used to navigate the list, pressing D-Right gives more information about the selected task such as its name.

Collision Viewer

SonicAdventure2May7 DebugCollision.png

Pressing B makes all object hitboxes visible. Colliding with any of them displays a message with the type of collision and a line showing the box the player touched. The range that objects such as Omochao can be picked up is also visible.

Land Block

OFF ON
SonicAdventure2May7 DebugLandBlockOFF.png SonicAdventure2May7 DebugLandBlockON.png

This setting decreases the max draw distance. It's usually off for 1P mode and on for 2P mode.

Boss Controls

A menu system that was used to test the Biolizard's attacks (as well as its second form, Finalhazard) can be found while fighting it by pressing Left on the D-Pad while paused.

General Controls for Player 1

  • Directional Pad Left: Navigate menus.
  • Y: Move down list.
  • L/R: Adjust value of selected attribute.

The Trial & Preview: Not Present

Biolizard

When one of the menus is active, the boss stops its normal AI and begins acting according to the purpose of the menu, such as testing a specific attack. For testing projectile attacks, properties such as the attack's delay and max speed are adjustable. For changes to take effect the cursor must be moved to another menu (and un-paused to activate it in-game) and then taken back to the changed one.

Damaging the Biolizard causes it to resume its regular AI until the menu is changed again.

SonicAdventure2May7 DebugBioEnergy.png

ENERGY MODE
The attack where the Biolizard spits dark spheres at the player.

  • - SHOOT INTERVAL: Unselectable.
  • - SELECT TYPE Y: Unselectable.
  • - SAME: The delay between attacks (0-300). Higher values mean shorter delays.
  • - FIRSTSPD: The speed of the spheres when they first spawn (Up to 5.0).
  • - SPD: The speed the spheres accelerate to shortly afterwards (Up to 5.0).
SonicAdventure2May7 DebugBioEnergyDisp.png

ENERGY DISP
Spawns a single, stationary dark sphere in a fixed location. Touching it does nothing, it seems to be a test for the sphere's visuals.

NOTE: The sphere doesn't deactivate when moving to another menu and simply spawns another sphere on top of itself every time ENERGY DISP is activated.

SonicAdventure2May7 DebugBioMotion.png

MOTION DISP
The Biolizard cycles through all of its animations, with the name of the currently playing motion displayed on-screen.

SonicAdventure2May7 DebugBioIkura.png

IKURA MODE/IKURA WIND
Menus for each of the floating bubble attacks. They both have the same adjustable attributes.

  • - IKURA NUM: Total amount of bubbles to spawn (Up to 128).
  • - 3M: Chance per bubble that it spawns at the bottom/outer ring (0-1) (Takes priority over 12M).
  • - 12M: Chance per bubble that it spawns at the top/inner ring (0-1).
  • - Speed: The speed the bubbles fly towards the player when attacking (Up to 10.0).

GLIDING MODE
Forces the action where the Biolizard's body becomes grindable indefinitely.

DEFEND DISP
Spawns one instance of the shockwave that appears when bouncing off the Biolizard's body above the player's head. Does nothing else.

Finalhazard

Unlike the regular Biolizard, Finalhazard doesn't automatically perform attacks for menus that adjust attack attributes. There's an error in this menu due to how Finalhazard switches characters, where the controls (other than D-Pad Left to switch menus) only work on the second controller when Super Shadow is active.

SonicAdventure2May7 DebugFinalhazard.png

DEBUG...
Causes the boss's AI to stop functioning. The only way to reactivate it is by leaving the menu and flying over the boss to trigger a character switch.

In this mode, the Ring counter does not decrease and the boss's entire health bar will be depleted if attacked, but this won't end the fight and it'll be impossible to restore the boss's regular AI without restarting the fight.

SonicAdventure2May7 DebugFinalhazardIkura.png

IKURA MODE
The sphere of bubbles that surround the boss (All counters cap at 128).

  • - IKURA NUM FEW: Number of bubbles that spawn when the boss has high HP.
  • - IKURA NUM NORMAL: Number of bubbles that spawn when the boss has mid HP.
  • - IKURA NUM MANY: Number of bubbles that spawn when the boss has low HP.
  • - IKURA Speed: Has no value to adjust and doesn't seem to do anything. Would've changed the speed the bubbles fly at the player according to the regular Biolizard fight.

Changes take effect the next time the boss creates the sphere.

CANNON MODE

  • CANNON SPEED: Adjusts the speed of the moving beam attacks (Up to 5.0).
SonicAdventure2May7 DebugFinalhazardWeak.png

WEAK MODE
Spawns every possible swelling on the boss' body. Applies the same effects to the battle as the first menu (DEBUG...).

The extra swelling areas won't disappear unless attacked. However, attacking them does nothing and the player only locks on to the "correct" swelling.

ALL DISP
Spawns two moving beams. If CANNON SPEED was adjusted, they'll reflect this change. Applies the same effects to the battle as the first menu (DEBUG...).

Chao World Editor

SonicAdventure2May7 DebugChaoMenu.png

The third controller can activate a very large editor in Chao World that can manipulate almost anything in Chao World. This includes Chao, unlock flags and a free camera independent from the one in the camera editor.

Player 3

  • - Start: Activate menu.
  • - A: Confirm/Enter submenu.
  • - B : Cancel/Go back.
  • - Analog/Directional Pad: Navigate.
  • - A+Analog/Directional Pad: Adjust values.
  • - L/R : Switch selected Chao.

The Trial & Preview: Not Present

SonicAdventure2May7 DebugChaoParameter.png

PARAMETER
Displays all stats for a selected Chao. This includes hidden behavior values such as the Chao's sleepiness and personality sliders. Race stats are to the right and show both the Chao's current stat and the cap for automatic stat gain.

SonicAdventure2May7 DebugChaoLike.png

LIKE
Shows the selected Chao's bond with the player character.

SonicAdventure2May7 DebugChaoShape.png

SHAPE
Manipulates the Chao's gradual evolution sliders.

  • - Left: Magnitude. Higher values affect the Chao's shape more.
  • - Center: Whether the gradual evolution is Fly, Run, Power, Swim or a combination.
  • - Right: Hero/Dark alignment. Only affects child Chao.
SonicAdventure2May7 DebugChaoGroup.png

GROUP
Can instantly change the Chao's main evolution type.

BUYO
Move the selected Chao.

  • Analog/Directional Pad: Move horizontally.
  • A+Up/Down: Move vertically.
  • X+Left/Right: Rotation.

MOVE
Same as BUYO but slower, making precise movement easier.

SonicAdventure2May7 DebugChaoMotion.png

MOTION
Shows a list of all Chao animations and can apply them to the Chao.

SonicAdventure2May7 DebugChaoMtnCkeck.png

MTNCKECK
Similar to MOTION but plays the animation in the editor instead of waiting for the player to exit.

SonicAdventure2May7 DebugChaoParts.png

PARTS
Animal part selection.

OBAKE
Hat and body selection.

EYE TEX
Eye texture selection.

EYE ANG
Selects the default rotation of the Chao's eyelids, which can create faces not possible normally.

MOUTH TEX
Mouth texture selection. Includes race-only mouths.

SE
Plays sound effects.

VOICE
Plays Chao voice clips.

MUSIC
Plays longer sounds that resemble the songs the Chao at the Kindergarten sing.

STG SE
Plays sound effects related to the map (e.g. Waterfall sounds).

C SWITCH
Allows disabling parts of the Chao's AI.

  • MOTION: Animations. (NOTE: Obscured by an overlapping, unselectable option named CROSS.)
  • MOVE: Moving. Tends to turn itself back on after exiting the editor.
  • BEHAVIOR: Behavior values seen in PARAMETER.

W SWITCH
Displays that show information about the current garden.

  • DISP ENTRY: Shows a list in the top left corner of the objects currently populating the garden, such as Chao and hats.
  • DISP BOUNDARY: Draws borders around Chao and objects showing the range that actions can be performed within.
  • DISP FIELD: Unknown.

GARDEN FLAG
Can enable (but not disable) garden-related flags.

PLAY
NEUT_PLAY
KINDER_OPEN
KINDER_PLAY
HERO_OPEN
HERO_PLAY
DARK_OPEN
DARK_PLAY
EMPTY[08-31]

RACE FLAG
Race-related flags.

BEGINNER
JEWEL
CHALLENGE
HERO
DARK
MULTI

STOY FLAG
Can select which race prizes the selected Chao owns.

GARAGARA
CAR
BOOK
-----
DOLL
HOUKI
-----
HOPPING
CRAYON
SYABON
SCOP
JYOURO

ART FLAG
5 Flags labeled ART 1-5. Affects the Chao's drawing skill.

DANCE FLAG
Can select which dances from Kindergarten the Chao has learned.

FURIFURI
KURUKURU
BOX
GOGO
RADIO

SONG FLAG
5 Flags labeled SONG 1-5. Affects the Chao's singing skill.

MUSIC FLAG
Can select which instruments from Kindergarten the Chao has learned.

BELL
CASTANETS
CYMBAL
DRUM
FUE
MARACAS
RAPPA
TAMBOURINE

TOY FLAG
Can select which Garden prizes from the races appear. This includes flags for the unused Organ and Piano (along with blank flags for other scrapped objects), but enabling them does nothing.

TV
RADICASE
BOX
BALL_N
BALL_H
BALL_D
HORSE
-----
-----
-----
PIANO
ORGAN

FREE CAM
A mode where the camera can be freely moved around. The camera stays in the new position until exiting the editor.

Player 3

  • Analog Stick: Move.
  • Directional Pad: Move (horizontal and vertical only).
  • X+Analog Stick: Rotate Camera.
  • B: Go back to the main menu.

Chao Races

Some options only appear during a Chao race.

SonicAdventure2May7 DebugChaoRPath.png

RACE PATH DISP
Shows the path Chao take during a race.

SonicAdventure2May7 DebugChaoRCam.png

RACE CAM DISP
Shows every camera used in a race, as well as their triggers and target positions.

SonicAdventure2May7 DebugChaoRCamEdit.png

RACE CAM EDIT
An editor for the above cameras.

  • - CLEAR: Erase all cameras.
  • - LOAD: Load the last saved camera layout.
  • - SORT & SAVE: Saves the camera layout, preventing it from being erased by LOAD.
  • - EDIT: Create a new camera or edit an existing one.