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Shadow the Hedgehog
Shadow the Hedgehog |
---|
Developer:
Sonic Team
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This page sucks. If you could make it suck less, that would be awesome. Specifically: This page has been on the "todo" list for half a decade now. Seriously. |
Shadow the Hedgehog loads up and goes grimdark!
Contents
- 1 Sub-pages
- 2 Debugging Content
- 3 Unused Textures
- 3.1 PS2 US: /TEST.TXD
- 3.2 GC US: /InfoWindow.txd
- 3.3 Unknown: Unknown
- 3.4 GC US: /advertise.txd
- 3.5 GC US: /csdFiles/JP/E3RomTitle.gncp/E3RomTitle.txd
- 3.6 Xbox US: /csdFiles/BattleMode.txd
- 3.7 GC US: /csdFiles/Logo.gncp/Logo.txd
- 3.8 GC US: /csdFiles/MediaMenu.gncp/MediaMenu.txd
- 3.9 PS2 OPM 102 Demo: /CSDFILES/TGSTITLE2.SNCP/TGSTITLE2.TXD
- 3.10 Unused GUN Soldier Texture Variants
- 4 Unused Models
- 5 Unfinished CG Cutscene Video
- 6 Unused Animations
- 7 Unused Audio Content
- 8 Unused Multiplayer Content
- 9 Test Stages
- 10 Build Dates
- 11 Build Differences
Sub-pages
Configuration Files Left in the game files in the GameCube and Xbox versions. |
Debugging Content
Gindows Font
The font from the "Gindows" debug environment used in some Sega games, located on the root of the GameCube version, with a name of gindows.png.
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 |
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 Textures
Different game versions have different leftovers of unused textures and scripts.
If additional files are found and you want to contribute please note the platform, region, and file path (including any embedded file paths).
The /csdFiles contains menu scripts and textures. The scripts are platform specific and will sometimes contain textures embedded in the files.
- .gncp files in GameCube version
- .sncp files in PlayStation 2 version
- .xncp files in Xbox version
PS2 US: /TEST.TXD
test1
test2
GC US: /InfoWindow.txd
001_ad_hpasc1
A numerical font, similar to the font in Sonic Heroes, the only difference being the coloring of the font.
000_windowitem
Early CommandWindow/InfoWindow icons. Also appears to have been used in a very early build of the game (2005 Walk of Game Announcement Trailer uses it)
Unknown: Unknown
This concept image is not found in InfoWindow.txd on the GC US version but was listed there originally. If you find the origin of this image, please update.
GC US: /advertise.txd
ad_ht000
An early version of the game's logo. Was used in the "Coming Winter 2005" and "2005 Walk of Game Announcement" game trailers.
Notably, this texture is formatted by Renderware SDK 3.5.0.0, which is the version of Renderware Sonic Heroes uses.
Other textures are formatted by Renderware SDK 3.7.0.2, which is the version of Renderware Shadow the Hedgehog uses.
Even the E3RomTitle.gncp's embedded textures are formatted with 3.7.0.2.
The PS2 version of this texture is formatted with Renderware SDK 3.7.0.2, but is altered to be 512x256
GC US: /csdFiles/JP/E3RomTitle.gncp/E3RomTitle.txd
001_e3menu
Contains a texture for a select mode that was used in the E3 demo of the game (TODO: add video source).
003_gamemenu
Contains an early version of the menu font and selection names.
Things of note:
1. The font has a different color style with grays blending into the white letters.
2. EXPERT MODE is called HARD MODE. This reflects the object layout file notation: _cmn (all modes core layout), _nrd (story/select exclusive layout), _hrd (expert exclusive layout), _ds1 (all modes destructibles/decorations layout).
3. 2P GAME has a branch menu of RACEMODE and BATTLEMODE. In final, picking 2P GAME immediately jumps into BATTLEMODE without a branch. RACEMODE was not implemented in final.
4. GameCube X and Y buttons are placeholder images.
Xbox US: /csdFiles/BattleMode.txd
Not to be confused with BattleMode_[LOCALIZATION], which is present on the other versions and is also used in Xbox versions. This file is only present on the Xbox versions (verified on US and EU Xbox releases) and is an unused very early version of the Battle Mode menu.
000_battlemode
1. The battle mode text is black instead of light gray.
2. There are only three characters, which are three recolors of a single render of Shadow, with the yellow one sporting a tie, mustache, and three astonish marks by the ear.
3. The stages are placeholder images with "pic #[1-3]" written over them. Glyphic Canyon was used for the placeholder.
4. There are no selection indicator icons.
5. No grid is present, instead two windows that could potentially be used to build a grid are shown.
001_bg
The crop is different and lacks an overlaying Shadow on this early version of the background for the Battle Mode menu.
002_gamemenu
1. The font has a different color style with grays blending into the white letters.
2. EXPERT MODE is called HARD MODE.
3. GameCube X and Y buttons are placeholder images.
4. Buttons are in different positions.
GC US: /csdFiles/Logo.gncp/Logo.txd
000_sega
Contains an unused red colored SEGA logo. The light blue SEGA texture is used in JP releases. The dark blue SEGA texture is used in all other releases.
GC US: /csdFiles/MediaMenu.gncp/MediaMenu.txd
000_MediaMenu
Contains a stage select screen, with Stage 04-04 and Stage 02-01 on it.
001_stgtitle
Contains the texture for selection of Stage 04-04 and Stage 02-01 without the selection screen.
Both are 'lit up' versions compared to the other image, potentially representing selected state.
PS2 OPM 102 Demo: /CSDFILES/TGSTITLE2.SNCP/TGSTITLE2.TXD
001_TGSmenu
Contains a stage select screen, with Hero Partners and Difficulty shown on the four stages in the texture.
Notably, OPM-102 only has files for STG0000 (test) and STG0100 (Westopolis).
This texture appears to be a leftover from the real 'TGS Build' which has yet to be found/dumped.
This brings validity to the claim of an early version of Cryptic Castle existing. No other proof has been found.
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
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
Green uniform with red vest and red helmet. Orange eye gear.
Type5
Unique camo uniform. Yellow eye gear.
Unused Models
Debug Models
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.
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.
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.
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.
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.
Unfinished CG Cutscene Video
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.
TODO: Shadow: Alternate melee animations, Sonic Heroes animation ports, Rail lean, Trip, Fall, Rail Melee Specials, Chaos Spear non-super, Unused Tricks, Unfinished anims
Unused Audio Content
A large amount of unused audio remains despite being properly linked to the .fnt files for associated stages.
Orange/Light Frame/Square/Border SETObject
This unused SETObj has no leftover model, texture, game behavior, nor setid.bin reference.
However the .fnt files reference this object and every character except Maria has a recorded voice line linked to the .fnt text.
These voice lines exist in the PRS_VOICE_E.afs file, retrieved from the GameCube US version. Other versions not verified.
Stages with no reference to this object:
- 0202 - Lethal Highway
- 0400 - Central City
- 0401 - The Doom
- 0500 - The Ark
- 0504 - Lost Impact
- 0700 - The Last Way
- 0X1X - All boss stages
Clip | Stage(s) | Character | EN .fnt Text |
---|---|---|---|
All except stages without reference | Shadow | "If I speed up and jump through
that light frame, I can get some good distance." | |
0100 - Westopolis
0604 - Final Haunt |
Sonic | "Get your speed up and jump within
that orange frame and you'll get some serious air!" | |
Same as Shadow,
excluding: 0300 - Cryptic Castle 0302 - Circus Park 0502 - Iron Jungle 0602 - Lava Shelter |
Black Doom | "Run at high speed and jump within
the frame of light ahead." | |
0201 - Digital Circuit
0404 - Death Ruins 0600 - GUN Fortress |
Rouge | "Jumping within that orange frame at
high speed will enable you to get an especially long jump." | |
0201 - Glyphic Canyon
0601 - Black Comet |
Knuckles | "Run into that orange square and
jump! If you time it right, you'll get extra distance!" | |
0300 - Cryptic Castle | Amy | "Run fast and jump inside that
orange border to go really far!" | |
0300 - Cryptic Castle
0302 - Circus Park 0402 - Sky Troops 0502 - Iron Jungle 0602 - Lava Shelter |
Eggman | "Jump with all your might inside of
that orange frame!" | |
0301 - Prison Island | Charmy | "Run and jump inside of that orange
square to get a super-big jump!" | |
0302 - Circus Park
0501 - Air Fleet |
Tails | "If you run up and jump inside of
that orange frame, you'll get a lot more distance than usual." | |
0502 - Iron Jungle
0602 - Lava Shelter |
Omega | "Maintain high speed and jump
within the orange frame to achieve a long-distance jump." | |
0403 - Mad Matrix | Espio | "That orange light frame up ahead
will let you jump really far. All you have to do is to time your jump!" | |
0603 - Cosmic Fall | Vector | "That orange frame up ahead will
send you out on a long jump if you run up and jump inside it!" |
Sonic & Diablon
Sonic was originally planned to have his own health bar.
Clip | Stage(s) | Character | Activation Condition | EN .fnt Text |
---|---|---|---|---|
0611 - Sonic & Diablon (GUN Fortress) | Black Doom | Automatic Boss Hint #05 (Timer) | "Destroy both that weapon and that
blue hedgehog!" | |
0611 - Sonic & Diablon (GUN Fortress) | Sonic | Diablon is defeated first | "No way...!" | |
0611 - Sonic & Diablon (GUN Fortress) | Commander | Sonic is defeated first | "You won't get away with this,
Shadow! It's time for you to meet GUN's ultimate weapon!" | |
0611 - Sonic & Diablon (GUN Fortress) | Commander | Diablon receives damage for the first time | "No! Diablon is supposed to
be impervious to attacks!" | |
Earlier version, points to 'impervious' voice line | 0618 - Sonic & Diablon (Final Haunt) | Commander | Diablon receives damage for the first time (scrapped/early text) | "No! The Diablon is supposed to have
the perfect defense!" |
0611 - Sonic & Diablon (GUN Fortress) | Black Doom | Sonic is defeated first | "Good. Now, destroy that weapon." | |
0611 - Sonic & Diablon (GUN Fortress) | Black Doom | Diablon is defeated first | "Good. Now, eliminate that hedgehog!" |
Shadow
Clip | Stage(s) | EN .fnt Text |
---|---|---|
0700 - The Last Way | "Prepare yourself, Black Doom!" |
Sonic
Clip | Stage(s) | EN .fnt Text |
---|---|---|
0100 - Westopolis
0202 - Lethal Highway |
"Man, looks like they're going all
out! Let's clear out before we get caught in a crossfire, Shadow!" | |
0100 - Westopolis | "I can't believe those creatures
are doing this..." | |
0100 - Westopolis | "Those aliens may think they're
tough by using those lasers, but we'll have the last laugh!" | |
0100 - Westopolis
0202 - Lethal Highway |
"Look out! That pack of black birds
is dive-bombing their way towards us!" | |
0202 - Lethal Highway | "That vehicle's pretty tough.
Personally, I wouldn't be caught dead in a car without windows!" | |
0202 - Lethal Highway | "If you get too close to the tank,
it'll turn on its thrusters and run you down! Watch out!" | |
0202 - Lethal Highway | "Hmph! Those creatures sure
are fire bugs!" | |
0202 - Lethal Highway | "GUN's blocked the road! Just
ignore them! Put the pedal to the metal and bust on through!" | |
0210 - Black Bull (Lethal Highway) | "Charge your gauge by attacking
Eggman, then use Chaos Control!" | |
0700 - Last Way | "It's up to you, Shadow!
Time to blast off at sonic speed!" | |
0700 - Last Way | "Shadow, can you hear me?
He must've gone deeper inside!" | |
0700 - Last Way | "After dashing along the wall, you
need to use your Dark Spin! You can pull it off, Shadow!" | |
0700 - Last Way | "Go through the red stream and then
right out into a grind!" |
TODO: area secure, reinforcements
Black Doom
Clip | Stage(s) | EN .fnt Text |
---|---|---|
0100 - Westopolis | "Those human fools! They'll
surrender the Chaos Emerald soon enough..." | |
0100 - Westopolis | "Our laser barrage has those
humans on their knees! Victory is ours!" | |
0100 - Westopolis | "Our soldiers are primed to take
this area. Help them destroy those humans!" | |
0100 - Westopolis | "Yes, Shadow... the Chaos Emerald
is our holy artifact stone..." | |
0100 - Westopolis | "Shadow, those stones grant ultimate
power to those who bear it." | |
0400 - Central City | "You have failed your mission." |
Maria
TODO: Corrupt Soul, BlackArms in Lost Impact
Unused Multiplayer Content
Sonic was initially planned for multiplayer. Japanese voice clips and two unused 2PEVENTs remain. Some of the voice lines reference the lost Race Mode.
Clip | Transcription | Text |
---|---|---|
行くぜ! | "Let's go! / Let's do it!" | |
Let's do it! | "Let's do it!" | |
さ、 始めよぜ。 | "Come on, let's get started!" | |
ちょーっとは楽しわせてくれよ。 | "Just let me have some fun for a bit!" | |
今度は本気で行くぜ! | "This time I'm going for real!" | |
走ることならだれにも負けないぜ! | "I won't lose to anybody if it comes to running!" | |
どうした? これが終わりか? | "What's wrong? Is that all?" | |
さあ ここからが勝負だ。 | "Come on, the fight is just getting started!" | |
See you! また相手してるぜ! | "See you! I'll hang with you again!" |
Test Stages
TODO: Stage 6000, 8900, 9900's coli stage, 9901
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.
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
Stage 0001
Physics testing map. Has lots of testing areas for slopes.
Stage 0002
Material effect testing map. Used for testing effects on bullets impacting materials and walking on materials. Has some unused material types.
Stage 0003
Has UV Texture test geometry and a single spline.
Stage 0005
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.
An alternative video:
- stage 9900 with original BDT (chunk layering) and original skybox.
- Collision was generated, not originally left in the files. Music and objects are not found in the original, were added for demo purposes.
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 |
Build 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.
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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- Pages requiring cleanup
- To do
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