Shadow the Hedgehog
|Shadow the Hedgehog|
Developer: Sonic Team
This game has unused animations.
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.
- 1 Sub-Pages
- 2 Debugging Content
- 3 Unused GUN Soldier Texture Variants
- 4 Unused Models
- 5 Unused Video
- 6 Unused Animations
- 7 Test Stages
- 8 Build Dates
- 9 Revisional Differences
| Unused Dialogue|
| Unused Graphics|
Early menus abound!
| Configuration Files|
Left in the game files in the GameCube and Xbox versions.
Having more detail is always a good thing.
Word 0x805EC170 in the USA GameCube version allows us to set GameMode State, giving us access to some debug/testing modes
|-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|
A menu controllable with the D-pad and Start button to select in PORT1 allowing to play any SFD in the game. Shows additional debugging information while the cutscene plays.
URA Stage Select [Ohmura senyo]
A stage select menu found only in the PS2 OPM 102 Demo of the game. Functionality seems to be broken, even loading "stg0100 (City1)" which is present in demo version crashes.
Can be accessed by pressing R3+Circle at the title screen.
D-pad left/right cycles 0X00
D-pad up/down cycles 000X
Boss stages and test stages are not selectable in this menu.
Unused GUN Soldier Texture Variants
The GUN Soldier loads different textures depending on the stage id.
There exist 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
TODO: Stage 6000, 8900, 9900's coli stage, 9901
Document further, using this resource here. Also, go into more detail with Stage 9900 here.
This test level is made of a flat surface with various areas to test physics including several paths that twist around.
Use this Action Replay (GameCube) code and enter the second neutral level, "Glyphic Canyon":
MV02-1EH2-D6K41 BJD3-MCMF-XYHE7 JPWZ-WADQ-BMFZN KFW9-BPHY-K1X18 UPGK-X5M1-0WQ24 HX7F-CHJG-UEUB9 YD3N-JYH1-92VPD 3PBG-XWEK-J3ACJ G2YT-AA8Y-UMU0F ER5K-02Y1-R7YXT GBFY-BJUF-QMYKU 8X36-1F86-D5G5G Y2ZY-HWFF-9DM3J ZJKC-87VW-97Z49 6PRB-51FX-DGPP8 DV91-HE8E-HHVFZ 329N-6FBD-6FYR3
Physics testing map. Has lots of testing areas for slopes.
Material effect testing map. Used for testing effects on bullets impacting materials and walking on materials. Has some unused material types.
Has UV Texture test geometry and a single spline.
stg0005 is loaded by all game versions during the Sky Troops intro in-game cutscene (event4201_sceneA). In most game versions the stage is actually empty.
In the GameCube version (all regions), the developers forgot to remove the original event creation stage. You can briefly see some of the test stage in the background during the event.
The stage consists of a grid. Underneath the grid there is color pallet. There is collision on this stage, with one simple flat plane for the grid and color pallet.
It is highly likely the stage was used as the base when creating the event scenes in the game.
TODO: Stage 6000 details here
TODO: Stage 8900 details here
Stage 9900 is found only in the GameCube version and contains several oddities:
- The level uses various meshes from Sonic Heroes.
- Three unused background textures are present, with the latter two being unchanged from Sonic Heroes (even their names weren't changed)!
- Collision is only available for the first half, and doesn't even match the stage remotely. This is also the only file to use the name 9900, while other files use 0000.
An alternative video:
- stage 9900 with original BDT (chunk layering) and original skybox.
- Collision was generated, not originally left in the files. The music and objects are not found in the original, were added for demo purposes.
TODO: Stage 9901 details here
A build date can be found in the game's executable.
All of the different region Xbox .xbe have different headers; however build date and time is identical.
Regions and dates below were verified on 02/16/2019. OPM 102 Demo added on 05/16/2020. PS2 JPN added 05/27/2020. GC 4-level Demo added 03/04/2021
Still missing: PlayStation 2 (KR)
|Version||Hex Address||Build Date|
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] 4-level Demo)||0x4D1D58|
Oct 31 2005 13:55:50
|PlayStation 2 (OPM 102 [US] 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.