Shadow the Hedgehog
|Shadow the Hedgehog|
Developer: Sonic Team
This game has unused animations.
This game has a prototype article
This game has a prerelease article
Shadow the Hedgehog loads up and goes grimdark!
|This page sucks.|
If you could make it suck less, that would be awesome.
Specifically: In major need of a cleanup.
Document the Beta 4 prototype, dated September 16, 2005.
- 1 Sub-Pages
- 2 Debugging Content
- 3 Unused GUN Soldier Texture Variants
- 4 Unused Models
- 5 Unused Video
- 6 Unused Animations
- 7 Build Dates
- 8 Revisional Differences
| Unused Test Rooms|
Guess the devs weren't fast enough to remember these were left in
| Unused Graphics|
Early menus abound!
| Unused Dialogue|
| Configuration Files|
Left in the game files in the GameCube and Xbox versions.
Setting word 0x805EC170 in the USA GameCube version allows the player to set GameMode State. This allows access to some debug/testing modes, listed below.
|-1||Game Initialize Screen and Menus|
|1||Story Mode / Last Story|
|2||Test Mode 1 - 1P GAME Menu On Exit|
|3||Test Mode 2 - 2P GAME Battle Menu On Exit|
|4||Test Mode 3 - 2P GAME Battle Menu On Exit (Possibly Slot for Scrapped Race Mode)|
|5||SFD Player Menu|
Test Modes 1-3
Any debugging code related to these modes is stubbed in the game. Loading any stage while Test Mode is set will load into the stage0000 test map. The only difference between Test Mode 1, 2, and 3 is which menu the game will exit to upon quitting the stage, listed in the table above.
A menu controllable with the D-pad and Start button to select in PORT1, allowing the player to play any cutscene in the game. Additional debug information is also displayed while its being played.
URA Stage Select [Ohmura senyo]
A stage select menu found only in the PS2 OPM 102 demo of the game, allowing access to any stage that isn't a boss stage or test stage, can be accessed by pressing R3+Circle at the title screen. Functionality, it seems to be broken, as even loading "stg0100 (City1)", which is present in the demo version, crashes the game.
D-pad left/right cycles 0X00
D-pad up/down cycles 000X
Unused GUN Soldier Texture Variants
The GUN Soldier loads different textures depending on the stage ID, there exists 0-7, but in the code 3 and 5 are not an existing branch. 0 is the default case but is never observed in the game.
Brown uniform with a pink tint. Light blue eye gear.
Stages that fall outside any of the branches will use this texture. All stages (including bosses) that do not have GUN Soldiers except for Air Fleet (uses a regularly used texture) use this texture when GUN Soldiers are placed.
Green uniform with red vest and red helmet. Orange eye gear.
Unique camo uniform. Yellow eye gear.
The game's root contains a file named debugmodels.one (4,972 bytes). Within the file are several DFF files named "CAPSULE_MODEL", "CONE_MODEL", "CUBE_MODEL", "CYLINDER_MODEL", and "SPHERE_MODEL". The file is loaded at game boot.
The game object: SetOBJ, "DebugMissionClearCollision" uses the Cylinder and Sphere models to create a spinning 'M' inside a sphere for the object.
The PS2 version of the game also contains DEBUGMODELS_HI.ONE (41,260 bytes). Within the file are the same models but each are much higher poly versions.
The "character" folder (which contains the model data for Shadow, the Shadow androids from multiplayer mode, and the friendly NPCs) has a file named eshadow.one. It contains a copy of shadow's models and texture from shadow.one with different render flags assigned to the model files, to give a transparent look as if Shadow had Espio's chroma cammo technique from Sonic Heroes.
This file is loaded by stg0200 (Digital Circuit) and stg0403 (Mad Matrix), but goes unused. Model is shown below as it appears when enabled in NGC version, and with a No Bloom hack applied.
SetOBJ[E5] This game SETObj is unused yet has a full model, texture, animation, and game behavior coded for it. setid.bin has no stages linked to this object. However the data for the object can be found in stg0403/stage0403_gdt.one (Mad Matrix). labeled "WAKKA".
The object is a large hollow hexagon and spins at a fixed rate. It resembles the hexagons found on the circuit paths, but much larger.
There is no player collision with this object, suggesting it may have been decorative.
An early VFX pass on the cutscene of the Eclipse Cannon's firing shot. It features unfiltered audio of Black Doom's voice in both English and Japanese on separate channels. It can only be found in the Xbox version of the game as E5022.sfd.
A large amount of unused animations remain, mainly for Shadow. Some Sonic Heroes animations (ported to Shadow's current model skeleton) exist, such as the TrickRing animation.
Shadow: Alternate melee animations, Sonic Heroes animation ports, Rail lean, Trip, Fall, Rail Melee Specials, Chaos Spear non-super, Unused Tricks, Unfinished anims
A build date can be found in the game's executable.
All of the different region retail release Xbox .xbe have different headers; however build date and time is identical.
Still missing: PlayStation 2 (KR)
|Version||Hex Address||Build Date|
|Xbox (US - Beta 4)||0x4138D4|
Sep 15 2005 17:50:39
Oct 10 2005 23:48:24
|PlayStation 2 (US)||0x6E87B8|
Oct 12 2005 14:56:41
|PlayStation 2 (EU)||0x6EA758|
Oct 16 2005 12:09:34
|PlayStation 2 (JP)||0x6E9238|
Oct 16 2005 12:09:34
Oct 16 2005 15:45:51
|Xbox (US / EU / JP)||0x435180|
Oct 16 2005 15:49:12
Oct 20 2005 11:17:41
|GameCube (JP - Trial Version)||0x4D1D58|
Oct 31 2005 13:55:50
|PlayStation 2 (US - OPM 102 Demo)||0x6CD478|
Nov 7 2005 21:06:35
Chaos Control Glitch
Pre-Oct 16 builds, the US version of PS2 and GC only, have what is known as Chaos Control Glitch (CCG) in the speedrunning community.
In the affected builds, there are 1-3 frames of input available when activating a checkpoint, allowing to execute another action in these frames.
The EU GC version has some functions shifted around compared to the JP GC build, but in-game differences have not been noticed/documented yet.
BlackArms Worm WaitAppear AttackCallback Change
There is a change to BkWorm (any variant of Black Arms Worm) object's AttackCallback behavior.
EnemyAIState_BKWormAI_WaitAppear: underground, the player has not yet gotten close enough for its shadow to appear and trigger it to surface
While the BkWorm is in WaitAppear in:
- Built prior to October 16 (GameCube US and PS2 US versions):
The AttackCallback is disabled in this state (invulnerable to attacks).
- Built October 16 or later (All Xbox versions, PS2 EU/JP, GameCube EU/JP):
The AttackCallback is left enabled in this state (vulnerable to attacks).
This difference means with a vacuum or lock-on type weapon the BkWorm can be defeated before it ever surfaces.
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- To do
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