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Proto:Sonic Adventure DX: Director's Cut (GameCube)

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This page details one or more prototype versions of Sonic Adventure DX: Director's Cut (GameCube).
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Sonic Adventure DX (Preview) for the GameCube was released by Sonic Retro member drx on February 23, 2008. It's a direct port of the Dreamcast version of Sonic Adventure with debugging features enabled with a few changes done for the GameCube release. The date the disc image was created on is 2002/04/10.

(Prototype source: Hidden Palace)

Visual Differences

  • The title screen uses a 2D Sonic over the final's 3D rendered Sonic. Also, there is a small difference in the resolution, and the sky background isn't animated unlike the final.
Preview Final
Sonic Adventure DX (Preview) Title screen.png Sonic Adventure DX Director's Cut (GameCube)-title.png
  • The save icon is rather simplistic in this version.
Preview Final
I can't be the only one getting Sonic Advance vibes from this, am I? SonicDX GC final save.png
  • Many Dreamcast assets are used, such as the VMU.
  • Lost World has some changes done to geometry (Like the starting entrance) and some geometry from Dreamcast intact (The walls from the rivulet are thin instead of thick). The textures were changed too.
Dreamcast Preview (GC) Final (PC)
SonicAdventureDCLostWorld.png SADXPreviewLostWorld.png SonicAdventureDXLostWorld.png

Sound Differences

  • The ring loss sound effect is much higher in pitch than normal, possibly unintentionally.
  • Any music that was newly recorded for the final version, such as the Mission Start/Finish jingles, are not available on the disc. All the music data is exactly as it is from the Dreamcast version. All the music that was in the Dreamcast version, used or unused, is still in this build.

Easy Menu

Accessed by going into the Pause menu during gameplay and quitting.

  • PLAYER - Select the player character
  • STAGE - Change the stage number by pressing Left or Right to change the stage number and L or R to change the act number.
  • MODE - Choose the game mode.
  • EVENT - Select a cutscene.
  • MEMORY CARD UTILITY - Opens up the memory card utility menu.

Controller Port 1 Debug

  • Holding the X button - A menu appears that allows one to select between an object placement editor and a cutscene editor.
  • Y button - Debugging info.
  • Z button - Enable palette lightning. It's a work-in-progress at this point, and uses palette files in the disc. It have seems to be confused before as "alpha blending".

Controller Port 2 Debug

Note that one has to be in mission mode for this debug mode to work. Pressing Start on the second controller activates it.

  • Direction Pad - Select object.
  • A stick - Object settings.
  • C stick - Zoom in and out.
  • Y button - Debugging info.

Controller Port 4 Debug

  • A button - Free Char mode.
  • B button - Camera debug mode.
  • X button - Enable invulnerability.
  • Z button - Collision debug mode.

Mission Mode

Very incomplete. Only a handful of missions are programmed at this point and are mostly used for testing it.

(Source: Sazpaimon)