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Shadow the Hedgehog

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Title Screen

Shadow the Hedgehog

Developer: Sonic Team
Publisher: Sega
Platforms: GameCube, PlayStation 2, Xbox
Released in JP: December 15, 2005
Released in US: November 15, 2005
Released in EU: November 18, 2005
Released in KR: December 22, 2005


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article

Shadow the Hedgehog loads up and goes grimdark!

SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH
This page sucks.
If you could make it suck less, that would be awesome.
Specifically: In major need of a cleanup.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
TextIcon.png
Unused Dialogue
Shadow-the-Hedgehog-GC-PS2-Icons.png
Unused Graphics
Early menus abound!
DevTextIcon.png
Configuration Files
Left in the game files in the GameCube and Xbox versions.

Debugging Content

Acactussayswhat?
Please elaborate.
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

Set 0x805EC170 Result
-1 Game Initialize Screen and Menus
0 Select Mode
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
6 Expert Mode
7 Library Mode

SFD Player

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.

frmid width height x_mb y_mb fps fno time tunit concat_cnt fno_per_file time_per_file errcnt rcvcnt usrdatsize svd_size

SFD Player debug menu in GameCube USA E1001.sfd when played through the SFD Player debug menu in Shadow the Hedgehog, GameCube USA

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.

Type0

ShadowTH Unused Type0 GUN Soldier.png

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.

Type3

ShadowTH Unused Type3 GUN Soldier.png

Green uniform with red vest and red helmet. Orange eye gear.

Type5

ShadowTH Unused Type5 GUN Soldier.png

Unique camo uniform. Yellow eye gear.

Unused Models

Debug Models

ShTH capsule.png ShTH cone.png ShTH cube.png ShTH cylinder.png ShTH sphere.png

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[25][92], "DebugMissionClearCollision" uses the Cylinder and Sphere models to create a spinning 'M' inside a sphere for the object.

DebugMissionClearCollision object showing the possible misc byte settings. Using debugmodels.one found in all versions

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.

DebugMissionClearCollision object showing the possible misc byte settings. Using DEBUGMODELS_HI.ONE found in the PS2 version

EShadow

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.

eshadow.one file contents

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.

eshadow enabled on GameCube eshadow enabled with a no bloom hack applied on GameCube

ElecWakka SETObject

SetOBJ[07][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.

Unused Video

E5022.sfd

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.

Unused Animations

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.

Hmmm...
To do:
Shadow: Alternate melee animations, Sonic Heroes animation ports, Rail lean, Trip, Fall, Rail Melee Specials, Chaos Spear non-super, Unused Tricks, Unfinished anims

Test Stages

TODO: Stage 6000, 8900, 9900's coli stage, 9901

Hmmm...
To do:
Document further, using this resource here. Also, go into more detail with Stage 9900 here.

Stage 0000

This test level is made of a flat surface with various areas to test physics including several paths that twist around.

The full map.

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
(Source: Sonic Retro)

Stage 0001

Physics testing map. Has lots of testing areas for slopes.

(Source: dreamsyntax)

Stage 0002

(Source: dreamsyntax)

Material effect testing map. Used for testing effects on bullets impacting materials and walking on materials. Has some unused material types.

Stage 0003

(Source: dreamsyntax)

Has UV Texture test geometry and a single spline.

Stage 0005

(Source: dreamsyntax)

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.

Stage 6000

TODO: Stage 6000 details here

Stage 8900

TODO: Stage 8900 details here

Stage 9900

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.


(Source: sewer56lol)

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.

(Source: dreamsyntax)

Stage 9901

TODO: Stage 9901 details here

Build Dates

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
GameCube (US) 0x4CE220
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
GameCube (JP) 0x4CE898
Oct 16 2005 15:45:51
Xbox (US / EU / JP) 0x435180
Oct 16 2005 15:49:12
GameCube (EU) 0x4CF2D0
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
(Source: Ferrox & dreamsyntax)

Revisional Differences

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.


(Source: dreamsyntax)

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.


(Source: dreamsyntax)