Sonic & Sega All-Stars Racing (Wii, Xbox 360, Windows)
Sonic & Sega All-Stars Racing |
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Developer:
Sumo Digital
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To do: Unused announcer voice clips. |
Build Info
To do: Get the rest of the build dates. |
A build date and time can be found in the game's executable file: boot.dol (Wii), default.exe (Xbox 360) and the name of the game before the .exe extension (Windows).
Version | Hex Address | Build Date |
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Wii (US) | 0x47D349 | Jan 19 2010 11:58:48 |
Xbox 360 (US) | 0xF22A4 | Jan 23 2010 02:23:48 |
Windows (US) | 0x2C2544 | Feb 8 2010 12:53:14 |
Unused Text
Right after the build info is an early name for the game.
Preproduction Sega Superstar Karts
Present at 0x47D060 in boot.dol (Wii) is a test string.
THIS IS MY HASH TEST
Present at 0xF1BF4, 0xF1FF4, and 0xF8970 in default.exe (Xbox 360) is some text for a debug menu. Also on the Windows version at 0x2BB2EC in the PC executable. However, some of the text from the Xbox 360 port isn't present on the Windows build.
Pick Blend Shape N.A Orthogonal View Drive Normally View Models Clear Animations Show Animations Restart Edit Material Set LOD Level Clear Look At Test Look At Hide Test Suspension Show Test Suspension Hide Test Occlusion Shadow Show Test Occlusion Shadow Use Normal Vehicle Use Revenge Vehicle Free Camera Animate Camera Detach Animations Synchronise Animations Show Preview Animation Detach Preview Attach Preview Hide Reactions Show Reactions Show Environment Hide Environment Show Character Hide Character Clear Animation Show Animation Receive Item Hide Grey Road Show Grey Road Pick Surface Show Test Suspension Cancel Shape %i
Delaying error because we're saving or loading Net_JoiningGameInvite Round State : %d Max Players : %d/%d Difficulty : %s Stage : %s Laps : %d Enabled Disabled Ai : %s Items : %s Catch up : %s Manual Enter MainMenu smos Cost ItemImage PreviewItem ModelViewer RenderTest CarViewer AvatarTest
Resource Models Debug Menu Reload current model [F5] Grid [G] Off XZ XY YZ XZ+XY XY+YZ XZ+YZ XY+XZ+YZ On Animate [<space>] Animation Speed On LinkAnims [K] Wireframe [4/6] Lighting [L] Shadows [S] Only Hide Show Transparencies [T] Camera [C] Zero Camera [0] Collision Prims Prim OOBBs Outliner [O] Draw Bones [B] View Selected Only [V] Refocus camera on selection TTY Dump Selected Restart Animations [R] Fog_StartDistance Fog_EndDistance Fog_StartDensity Fog_EndDensity Fog_FarClipPlane Fog_Red Fog_Green Fog_Blue Fog Colour FakeBloom Bloom Threshold Bloom Multiplier Bloom Persistence Bloom saturation Shadow color Background color Resource/DebugLights defaultlights Forest Loading Trees: %d Branch: %d Mesh: %d Prim: %d - (%d alpha) Textures: %d Camera:Quake [C] Slow [SHIFT] Norm [SHIFT] Fast [SHIFT] Zoom [SHIFT] POS: %6.1f, %6.1f, %6.1f FWD: %6.3f, %6.3f, %6.3f %*s%s %s [PRIM] [LOD %d - MESH] [LOD %d] [MESH] [COLLISION BOX] %*s%s [COLLISION MESH] [COLLISION SPHERE] [COLLISION ERROR !!!] <Shadow Light: Directional> <Light: Directional> <Light: Unknown> <Light: Point> <Light: Spot> <Light: Ambient> <Light: 3ds Point> <LIGHT: ERROR> <LOD %d - Mesh> <LOD %d> <Mesh> <collision box> <collision sphere> <collision mesh> <COLLISION ERROR> 0x%08x : %4.2f 0x%08x : 1.0f <branches:%d meshes:%d prims:%d(%d) lights:%d emitters:%d <overrides - %d> <animations - %d> Objects.%s - <trees:%d> Render Test kSTATE_DONE kSTATE_TEST kSTATE_LOADING_AVATAR kSTATE_LOADING_FILES State: %s Avatar Forest Avatar [Y] - Show Grid - On [Y] - Show Grid - Off [X] - Reset Avatar [B] - Random Avatar - On [B] - Random Avatar - Off [LB] - Draw Cull Geometry - On [LB] - Draw Cull Geometry - Off
The Windows version has some debug switches but none of them appear to work any more.
-autoheapdump <0|1 - off|on> -autoheapdump cmdline_autoheapdump -shaderbuild<...> -shaderbuild cmdline_shaderbuild -master <controller num> -master cmdline_master -quickstart <0|1 - off|on> -quickstart cmdline_quickstart -miss_unlock <to mission index> -miss_unlock cmdline_miss_unlock -unlock <1|2|3|4|5 - all|racers|tracks|missions|extras> -unlock cmdline_unlock -no_ai_racers <0|1 - off|on> -no_ai_racers cmdline_no_ai_racers -reset_status <0|1 - off|on> -reset_status cmdline_soft_reset -audio_debug <0|1 - off|on> -audio_debug_text cmdline_audio_debug -num_laps <num laps> -num_laps cmdline_num_laps -30hz <0|1 - off|on> -30hz -coleventofflne <0|1 - off|on> -coleventofflne cmdline_coleventofflne -shad_cmp_mt <0|1 - off|on> -shad_cmp_mt cmdline_shad_cmp_mt -sh_gen <0|1 - off|on> -sh_gen cmdline_sh_gen -auto_sh_gen <0|1 - off|on> -auto_sh_gen cmdline_auto_sh_gen -tty <audio|graphics|game|programmer name> -tty cmdline_tty -mission_hud <0|1 - off|on> -mission_hud cmdline_missionhud -autotimeout <num_seconds> -autotimeout cmdline_autotimeout -autotest <0 - off|1 - race> -autotest cmdline_autotest -updatelimit <0|1 - off|on> -updatelimit cmdline_updatelimit -rumble <0|1 - off|on> -rumble -audio <0|1 - off|on> -audio -ai_speed <0.0 .. 1.0> -ai_speed cmdline_aispeed -debug_hud <0|1 - off|on> -debug_hud cmdline_debughud -lag <lag in ms> -lag cmdline_lag -seed <random_seed> -seed cmdline_seed -car <car_name> -car cmdline_car -track <track_name> -track cmdline_track -mode <time_trial|race|split_screen|mission_mode|model_viewer|ai_test|network_test|traffic_test|car_viewer|tso_viewer> -mode cmdline_mode
Hello Sonia!
In the Wii and PC versions, alongside the initial Xbox 360 and PlayStation 3 versions accidentally used fanart of Sonia the Hedgehog by DeviantArt user ArtByRiana instead of official art of Amy; shortly after this was discovered, Sumo Digital quickly patched it out of the Xbox 360 and PlayStation 3 releases.
The PC version was also patched, but can still be seen with lower-graphics settings; the Wii version was never patched due to its internet limitations.
Cleanup > To do
Games > Games by content > Games with hidden development-related text
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Games > Games by release date > Games released in 2010
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