Shadow the Hedgehog
|Shadow the Hedgehog|
|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!
| Configuration Files|
Left in the game files in the GameCube and Xbox versions.
The font from the "Gindows" debug environment used in some Sega games, located on the root of the disc, with a name of gindows.png.
A numerical font, similar to the font in Sonic Heroes, the only difference being the coloring of the font.
Early icons, some of which use PlayStation 2 button icons, which can also be seen in this early screenshot.
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 Multiplayer Audio
Sonic was clearly removed from multiplayer early on, as the only things that remain of him are the Japanese voice clips.
|"Let's go! / Let's do it!"|
|"Let's do it!"|
|"Come on, Let's get started!"|
|"Just let me have some fun for a bit!"|
|"This time I'm going for real!"|
|"I won't lose to anybody if it comes to running!"|
|"What's wrong? Is that all?"|
|"Come on, the fight is just getting started!"|
|"See you! I'll hang with you again!"|
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. it also includes assets from the "Glyphic Canyon" stage.
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 9900 is found only in the GameCube version. The video contains information on this stage starting at 8:57.
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.
Still missing: PlayStation 2 (JP)
|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
|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
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.