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Proto:Sonic Heroes/GameCube prototype 10.8

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This is a sub-page of Proto:Sonic Heroes.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Hmmm...
To do:

A LOT!! See this page by Sewer56lol for more info. In addition:

  • Add comparisons, as well as the final version for one of these sections.
  • Document leftovers and other unused content.
  • Highlight the differences between this and the 9.28 build.
  • File paths.
  • More Sub-Pages, when more content gets documented.
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
It's an old cactus!
This page is showing its age.
Please update this page to fit our current standards! Here are some things you can do:
  • This build was initially played on a much older version of Dolphin, and therefore may contain inaccurate informations. Ensure it's played on the current version.
  • This page needs to be properly formatted and updated further due to the discovery of the 9.28 prototype. Also, note/talk about the differences between the two builds.
SonicHeroesPrototype10.8-TitleScreen.png

The GameCube prototype 10.8 is an early build of Sonic Heroes, which was dumped by drx on February 23, 2008, and has a build date of October 8, 2003. The 10.8 prototype was thought to be the earliest known full build of Sonic Heroes until 2024, when an earlier one was discovered.

Despite this build being made a few days after the 9.28 prototype, it includes a lot more unfinished assets, possibly implying the GameCube’s porting process started a little while after.

Sub-Pages

Early Resources

Tcrf-needsimagesicon.png
Menu & UI Differences
So many alterations everywhere!
AreasIcon.png
Level Differences
How about a nice music mashup?
GraphicsIcon.png
Graphical Differences
TEMP.
SoundIcon.png
Audio Differences
Unfiltered Metal Sonic?!

Debug Modes

Hmmm...
To do:
There's still more.

Debug Menu

Action Replay code
040AEB94 38800002
0401B1E8 38800009
04164490 38800002

Debug Displays

Camera Info

Action Replay code
0428C080 00000001

SonicHeroesPrototyoe10.8-DebugCameraInfo.png
Using this Action Replay code enables a debug display during gameplay.

Differences

Demo Sequence

Hmmm...
To do:
Footage needed.

The demo sequence still remains broken like how it was in the 9.28 prototype, only now Sonic will level up, ending with Team Sonic going out of bounds in Seaside Hill.

Text Differences

Do N(o)t Delete Option

Prototype 10.8 Final
SonicHeroes10.8Prototype-Dontdelete.png
Don't delete
SonicHeroesFinal-Donotdelete.png
Do not delete

When choosing the "Delete" option, the "Do not delete" text was changed to simply say "Don't delete". This is rather confusing, since the former from the final was already included in the previous build. This was reverted back in the final.

Cutscene Differences

Team Rose and Team Chaotix still use the early introduction cutscenes, suggesting that they were still being worked on at this point in development. With that said, there are other differences not seen from the previous build shown below.

FMV

PlayStation 2 prototype 9.28 GameCube prototype 10.8
SonicHeroesPrototype9.28 FMVCorruption.png SonicHeroesPrototype10.8 FMVCorruption.png

Similar to before, the bottom of the screen for the FMVs appear to be corrupted in-game.

Last Story

While all of the cutscenes for the Last Story are now fully accessible, two cutscenes contain notably unfinished assets.

Metal Sonic's Transformation Cutscene

  • The music and sound effects are completely absent here.
GameCube prototype 10.8 Final
GameCube prototype 10.8 Final
  • Neo Metal Sonic's voice isn't filtered, making this rather odd considering that the Japanese version of this was filtered before.
GameCube prototype 10.8 Final

...And of course, there's his "roar" sound after transforming not found anywhere in the AFS archive. The previous build and even the next cutscenes after this had his audio filtered, so why that isn't the case here is unclear.

Last Story Ending/Credits Cutscene

Hmmm...
To do:
Finish listing the differences, and show this cutscene/credits in action via video.
SonicHeroesPrototype10.8-LastStoryCredits.png
GameCube prototype 10.8 Final
Final Main Theme
Final Last Story Credits Theme
  • The entire Sonic Heroes song plays, coming from SNG_VO1_MAIN.adx. In the final, a separate version, under the file SNG_E404.adx, of the main theme plays instead for timing reasons.
  • The song is loud enough to drown out Sonic's last lines.
  • The staff credits screen uses the infamous broken text from the 9.28 prototype.
  • The credits screen is overall very unfinished and buggy.
  • There are no "Get all A-Rank!" and "Try Super Hard Mode!" screens after the credits.

Unused Level

Test Level

Action Replay code
0026F5C7 00000001

A massive test level which includes an object that has since been removed. This also exists in the E3 prototype, but...

  • The game doesn't crash upon loading.
  • It lacks object layouts.
(Source: Sewer56)

Textures

There are also textures for the test level.

Unused Graphics

SonicHeroes-E3title 022.png
Path: textures/e3Adv.txd/E3title_022.png
Despite its removal from the title screen in this build, the logo itself is still present. This was previously used in the E3 prototype.

Unused CG Theater Icons

Prototype 10.8 Final
SonicHeroesPrototype10.8-TeamSonic CGTheaterIcon.png 100px
SonicHeroesPrototype10.8-TeamDark CGTheaterIcon.png 100px
SonicHeroesPrototype10.8-TeamRose CGTheaterIcon.png 100px
SonicHeroesPrototype10.8-TeamChaotix CGTheaterIcon.png 100px
SonicHeroesPrototype10.8-LastStory CGTheaterIcon.png 100px

These would normally be used in the CG Theater menu for when a story is completed, but since the game always uses the locked graphic as if they weren't unlocked (even after beating that story), all of the icons go completely unused in this build. They were later used in the NPDP prototypes, however. The opening cinematic is identical to the final, although the story icons are different since these were previously used in the 9.28 prototype.

  • Each icon have team names. Team Chaotix is misspelled as "Team Caotix".
    • The last story's icon features the word "LAST" instead.
  • The background is completely different.
  • The tint effect was removed in the final.