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Sonic Adventure (Dreamcast)
This game has unused animations.
This game has a notes page
This game has a prototype article
Sonic Adventure is the first true 3D Sonic game, with people either saying this killed the series or resurrected it. It's still considered a good game despite it leading towards bad ones like Sonic '06.
It was later re-released with added features on GameCube and Windows as Sonic Adventure DX: Director's Cut.
- 1 Sub-Pages
- 2 Unused Graphics
- 3 Unused Areas
- 4 Tokyo Game Show Leftovers
- 5 Developer Tools
- 6 Oddities
- 6.1 Address Directory
- 6.2 Actions & Animations
- 6.3 Unused Effect Files
- 6.4 Unused Text
- 6.5 Unused Cutscene
- 6.6 Eggman and Tikal
- 6.7 Z Button
- 6.8 Snowboard Controls
- 6.9 Limited Edition Advertisement
- 6.10 Casinopolis Entrance Camera
- 6.11 Egg Carrier Arena
- 6.12 Start Coordinates
- 6.13 Credits
- 6.14 Flashback Images
- 7 Disc Content
| Unused Audio|
A whole load of unused voices, with a lot of them referencing features that didn't make it into the final game.
| Unused Objects|
Sky Chase was going to have a mechanical dragon boss at one point.
| Version Differences|
Sonic Adventure had some major work done over the nine months between the Japanese and Western release.
A "β version" of the Japanese title screen that can be found in TITLE.PRS. Used for Beta copies of the game.
Coming Soon Screen
A teaser screen used in the AutoDemo. Only present in the Japanese version. It can be found in COMESOON.PRS.
The textures for the early version of the Pause Menu seen in the AutoDemo can be found in the original Japanese release of the game, in the file CON_REGULAR_US.PRS. This is a mockup of what the menu looks like put together.
A loading image that can be found in LOADING.PRS. It's still technically used in-game, but only in the hidden TGS Mode.
Icons for the letters S, A, B and C can be found. These were probably used with the older HUD that can be seen in the AutoDemo, which contains the "Level" part that these letters would've likely been used for. They can be found in CON_REGULAR.PRS.
The icon that was used as Big's life count in the AutoDemo can still be found in FISHING.PRS.
Other Chao emotions, left out for unknown reasons. They can be found in AL_ICON.PRS.
A stopwatch that would have likely frozen the timer and/or enemies, or add time back to the clock in E-102's stages. It can be found in OBJ_REGULAR.PRS.
Tornado2 Health Bar
The red "Tornado" life gauge is used in both acts of Sky Chase, despite the fact that Act 2 uses the Tornado 2. As such, the blue "Tornado2" gauge is never used. Both health bars are stored together in the texture file ST_128S_HPGEJI.PVR
Realistic Blue Hedgehog
A painting of a blue hedgehog. This picture can also be found in Sonic and the Secret Rings alongside a "making of" video. Neither its purposes nor its intent are known. It can be found in DRAMA0.GIF
The star panel seen in various early materials for the game (including the AutoDemo) can still be found in 1ST_READ.BIN. It was used to mark the position the player would land at after finishing a series of jump panels.
Unused Spring Model
A spring model which resembles the spring from Sonic Jam. Neither the model or its ill-fitting texture are used anywhere in the game. Oddly enough, if you apply the Sonic Jam texture to this model, it fits perfectly.
Among the menu graphics for the last completed stage, "Vs. Tails" can be found. As Tails is never fought by any character, it goes unused. It can be found in AVA_STNAM_E.PRS.
Hot Shelter Screenshot
Among the files on the disc used for the Internet pages is this screenshot of Big in Hot Shelter. The screenshot implies it would have been used in one of the website's hint pages, but it's never used.
There are two versions of the city background seen in Sonic's intro in the game's files - one 256×256 version and one 512×512 version. Only the 256×256 version is shown ingame however, meaning this higher quality 512×512 version is never used. It can be found in ICM0001_5.PRS.
There are a number of empty, unused Acts in the game. Most of these unused acts have files for them such as objects or textures, but the Acts are never used.
- Hedgehog Hammer has a single unused Act after the one used in-game. The only file for it is its object file (SET0001S.BIN), which contains a single ring at (0,0,0).
- Hot Shelter has two unused Acts after the three used in-game. These unused acts have no geometry or starting coordinates, but they have texture files (HOTSHELTER3.PVM and HOTSHELTER4.PVM) and use the music from Acts 2/3. Act 4 has a single ring present at (0,0,0), but Act 5 has no objects at all.
Twinkle Circuit Tracks
While only one course is available normally, there are actually 6 courses for Twinkle Circuit in the game. One of these can be played via a VMU download (Samba GP), but the remaining 4 tracks go unused.
Final Egg Leftovers
Final Egg has some interesting leftovers from earlier stages of development.
There are two paths at the beginning and end of Final Egg that are blocked off by walls ingame, rendering them inaccessible normally:
Furthermore, an unused Act of Final Egg can be found containing a bizarre layout of objects including capsules and hazards around the coordinates (0,0,0). It also has a spawn point for Sonic far away from where these objects are located. The objects seem to be a copy of the test level, as aside from the object IDs the file containing these objects (SET1003S.BIN) is identical to the one that was used for the test level (SET0000S.BIN)
The Act itself is a leftover from an earlier version of the stage where the map seen in the Egg Viper cutscene was included as part of Final Egg rather than the Egg Viper's map.
Blocked Passage in Casinopolis Sewers
Right at the start of "Dilapidated Way" (e.g., the sewers), there's a passage up to the right. Although it's clearly visible, it's out of the way and cannot be accessed by Sonic or Tails, due to an invisible wall. It goes on for some time, twisting and turning, but abruptly hits a dead end.
The items you find in the path are different for Sonic and Tails:
- As Sonic, the path is empty except for two item boxes at the top of the path containing an Extra Life and Speed Shoes.
- As Tails, the path contains a Lightning Shield box and many trails of rings throughout the path.
From the objects present in the path it was likely intended to have been used as a starting point for Tails.
Leftovers from other Acts exist in Icecap that can't be seen normally.
Blocked paths in Sand Hill
There are two forked sections in the rightmost path of Sand Hill that have one path blocked off by large objects.
There are a small number of unused flags in the game for certain characters that will open up areas that they usually will never go to:
- Amy has a flag for opening the door to Casinopolis.
- Amy has a flag for opening the door to the outer area of Angel Island.
- Big has a flag that opens the door to the Casino area in the train station.
Duplicate Casino Geometry
If the player goes to and leaves the Casino area in Station Square, duplicated geometry of the casino will appear out of bounds in every other part of Station Square. The duplicate has incorrect textures and no collision at all.
Tokyo Game Show Leftovers
Within all versions of Sonic Adventure remain the menus from the Tokyo Game Show version of the game. The ID for the current menu can be found at the following address:
- Japanese: 8C84F4C4
- US 1.0: 8C822B84
- US 1.1: 8C81E904
- Europe: 8C81E844
- International: 8C8302E4
To access the TGS Menus, change the value to 12 in the Japanese release or 15 in the US, European, and International releases.
NOTE: For emulators the address needs to be adjusted. If using Demul, subtract 60000000. If using NullDC, subtract 6FFE0000.
For the 2004 US PC version, replace the seven bytes at C53A in sonic.exe with seven 90 bytes, or install the "TGS Menus" mod from this page.
The title screen is a simple static image, which for some reason is flipped horizontally. After 10 frames (a third of a second in the Dreamcast version, a sixth of a second in the PC version) it plays Tikal's theme music. After 150 frames (5 seconds in Dreamcast, 2.5 seconds in PC) it displays the unused "Now Loading..." graphic and then plays a demo.
Pressing the X and Y buttons together in the Dreamcast version brings you to the level select described under the "Developer Tools" section, but in the PC version it causes the game to abruptly exit. Pressing the Start button brings you to the character select screen described below.
The character select screen is also rather simple, pressing Left, Right, L, or R will switch the screen between six static images. After 600 frames (20 seconds on Dreamcast, 10 seconds on PC) the game will return to the title screen, although the character select music will continue playing. Pressing the Start button will display the two "How To Play" images and then begin the character's story from the beginning.
How To Play
How to Play pictures from the TGS version of the game. English versions of these files can be found in the AutoDemo.
In the TGS version of the game, Knuckles was given a gliding tutorial before playing his stage. While the tutorial doesn't appear in the final game even when accessing the hidden TGS menus, the overlay used for it can still be found in the file K_TUTORIAL.PRS.
These menus are in the same section of code as the TGS menus, but there does not seem to be any way to activate them other than hacking. Pressing the L and R buttons switches between the three menus and Up and Down changes the current selection within the menu.
The "CHARACTER" menu changes the character you play as.
The "STAGE SELECT" menu allows you to pick a stage to start from, using the same text as the other level select menu. "PRACTICE 1" leads to Hedgehog Hammer, and "PRACTICE 2" and "PRACTICE 3" lead to empty levels. Left and Right can be held to scroll the list faster. In the PC version, the text for the level names was removed, but the "TGS Menus" mod restores the text from the Dreamcast version.
The "ADV SEQUENCE" menu seems to allow you to select a story, but it has no effect on anything.
Pressing the Start button begins gameplay in the specified stage with the specified character. Since none of the proper story events have happened, picking any Adventure Field level will likely leave you stuck with no option but to return to the title screen, and due to an oversight, the game puts you in "Adventure" mode in the Action Stages without setting an Adventure Field to return to, so selecting the "Quit" option from the pause menu simply puts you in Hedgehog Hammer (level 0).
In all versions of the game, a level select menu exists. To access it, change the value of the following address to 02:
- Japanese: 8C7694D0
- US 1.0: 8C7649F0
- US 1.1: 8C760970
- Europe: 8C7608B0
- International: 8C7622F0
X and B will change your character. The stage list is not visible in the versions of the game with an animated title screen (US 1.1, European, and International), but the character option can still be seen, the cursor can still be moved and stages can be accessed.
Japanese Level List
In each version of the game, there is a Japanese level list in the main executable (pointer table at 1B3EF4 in US Dreamcast 1ST_READ.BIN, 50A250 in US PC sonic.exe), which is not referenced by any code.
プラクティス (Practice) エメラルドコースト (Emerald Coast) ウィンディバレー (Windy Valley) トゥインクルパーク (Twinkle Park) スピードハイウェイ (Speed Highway) レッドマウンテン (Red Mountain) スカイデッキ (Sky Deck) ロストワールド (Lost World) アイスキャップ (Icecap) カジノ (Casino) ファイナルエッグ (Final Egg) きのこ (Mushroom) ホットシェルター (Hot Shelter) ジャングル (Jungle) 砂漠 (Desert) カオス０ (Chaos 0) カオス２ (Chaos 2) カオス４ (Chaos 4) カオス６ (Chaos 6) カオスＦＩＮＡＬ (Chaos FINAL) エッグモービル１ (Egg Mobile 1) エッグモービル２ (Egg Mobile 2) エッグモービル３ (Egg Mobile 3) ＺＥＲＯ (ZERO) Ｅ－１０１ (E-101) Ｅ－１０１改 (E-101 Mk.II) シューティング１ (Shooting 1) シューティング２ (Shooting 2) 砂ボード (Sandboard)
Notable items include:
- Hedgehog Hammer listed as プラクティス (Practice)
- Three empty level slots listed as きのこ (Mushroom), ジャングル (Jungle), and 砂漠 (Desert)
- Adventure Fields and Twinkle Circuit listed as empty strings
A debug display that shows active collision near the player can be found by changing the value of following address to 0:
- Japanese: 8C75B740
- US 1.0: 8C756C5C
- US 1.1: 8C752BDC
- Europe: 8C752B1C
- International: 8C75455C
The display also lists information such as which side of an object the player is colliding with.
A debug feature with 3 displays showing various in-game information. Changing the value of the following address to 1, 2 or 3 switches between displays.
- Japanese: 8C1D487C
- US 1.0: 8C1C1D10
- US 1.1: 8C1BDFD8
- Europe: 8C1BDF18
- International: 8C1BE3B8
Free Movement Mode
There is a Free Movement mode that can be used to fly around. It can be found in the Dreamcast version by changing the Action ID to 83 for Sonic, 53 for Knuckles and 49 for Amy. In SADX, these values are 87 for Sonic, 57 for Knuckles and 53 for Amy.
The controls are as follows:
Analog Stick = Move
Analog Stick + X = Move Up/Down
A = Exit Free Movement mode.
B = Go to the current character's start position.
Free Movement mode seems to be partially removed from the game. Big's Free Movement can be seen by setting his action to 55 (59 in Sonic Adventure DX), but the only remaining feature of it being the way his arms move when pressing the buttons to move up or down. Tails and Gamma don't have free movement mode at all.
Leaving Free Movement mode puts the character in an action natural for the current stage. For example, in Icecap and Sand Hill the player will regain their board upon leaving free movement mode. This is the same for stages such as Perfect Chaos, which drops the player as Super Sonic.
What seems to be a leftover debug feature can be found in the Egg Walker boss fight. Pressing the Y button during the Egg Walker fight seems to cause the Egg Walker to advance to the next cycle of its attack. For example, pressing the button while the boss is stamping its feet on the ground will instantly cause it to walk over to the other side of the arena.
There are a number of error messages that can appear if the player manages to do things they can't normally do through hacking or other means.
Some objects will only load in certain Acts of Station Square. If the Act ID is somehow changed through cheating, these objects will refuse to load and a message will show up saying "ACT STATION ONLY !".
Likewise, if the player does this in the Casino area it will say "ACT CASINO ONLY !" instead.
This error message will appear when the Menu ID is set to 9.
In an extremely bizarre event, the root of the JP version's disc houses files labelled PDATA10 through PDATA19. These appear to contain thousands of random Japanese commercial addresses, belonging to various establishments including but not limited to stadiums, hospitals, cemeteries, and even Capcom. Due to their insane length, you can find these on the Notes page along with other minor information.
Actions & Animations
Tails has a small number of actions in the game that he never uses as either the player character or while following Sonic:
- Tails has a working "Pinball mode" for the pinball tables in Casinopolis. However, much like Sonic in the Japanese version of the game, Tails can't shake the table.
- Jump Panels are fully functional as Tails, whereas Knuckles/Amy get stuck on the second panel and Big/Gamma can't use them at all.
A number of animations in the game go unused. Some are never used because they're never needed, but others aren't used entirely.
- Sonic, Super Sonic, Tails, Knuckles and Gamma have animations for reverting back to the standing pose from their 'stage clear' ones.
- Everyone has animations for landing from a fall both normally and while holding an object, but only Gamma's is actually used. Everyone else jumps to the standing pose (aside from Sonic, who uses his 'action' pose).
- Sonic and Tails are both able to pull objects but neither of them can do so because they never encounter anything that can be pulled.
- Knuckles has a number of empty animation slots that were formerly used for his early combos - the effects on his hands while performing the moves still exist and can be seen if his punching animation is replaced with one of these slots.
- Amy has a balancing animation.
- Super Sonic has animations for bouncing on a spring, despite the Perfect Chaos battle not having any springs.
Unused Effect Files
In the Japanese version of the game, the following files containing sound effects and voices (.MLT) for Amy, Big and Gamma in Casinopolis can be found:
Normally, Casinopolis can only be accessed as Sonic, Tails, or Knuckles. If the player enters Casinopolis as Amy, Big or Gamma in this version of the game, they will have no idle voice lines.
Upon entering the menu, the following string is loaded into RAM:
Team Andromeda was a development team at Sega from 1994 to 1998, whose only known credits include Saturn games. Thus, this could be a remnant from an earlier version of the game.
Text for unlocking Sonic can also be found:
Now you can play as SONIC!
This is never used, as Sonic is unlocked from the start.
An unused cutscene can be found for E-102 Gamma that implies it would have been played after failing to complete Final Egg. This scene can be found in the Dreamcast version inside EV00B3.PRS.
Eggman and Tikal
The Dr. Eggman and Tikal objects used in cutscenes are actually programmed the same way as the playable characters, and can be played via hacking. They both have only the most basic movement functions, walking and jumping. They can't hurt or get hurt by enemies and obstacles, and cannot run on wind paths and some loops. Pressing the Action button activates free movement mode, which is normally only active when debug is on.
Dying before hitting a checkpoint or changing segments in an Action Stage causes the game to crash, as they do not have starting position lists.
By pressing Z, you can make Sonic, Tails, Knuckles, or Amy turn their heads towards the camera. This can be done in the character select menu as well, but the only character that will react is Sonic and he'll look to his left instead of at the camera.
While this button was not standard on the official Dreamcast controller, some alternate controllers (such as Sega's Dreamcast Arcade Stick) supported it, and it can be mapped and used in emulators.
By pressing B or X as Sonic or Tails while riding a snowboard, you can make them duck. Ducking has no effect on Sonic or Tails and lasts for as long as they stay on the ground; they'll revert to normal when they land from falling.
Similarly, holding down on the analog stick as Sonic will cause him to stand sideways on the board. This seems to be part of a broken braking mechanic, as not only does Sonic attempt to slow down beforehand but neither of these animations appear as Tails - the only part of this that appears when playing as Tails is that the board appears as to move on its own.
Limited Edition Advertisement
The advertisement for the Sonic Adventure Homepage from Limited Edition is still present in the US, European, and International releases.
The graphics are missing, but the advertisement itself is still fully functional. It can be seen by setting the Menu ID to 12.
Casinopolis Entrance Camera
If the player stands inside the entrance to Casinopolis but not enough to load the stage, the camera slowly pans up to the Casinopolis sign and locks in place until the player leaves.
Egg Carrier Arena
In an earlier version of the game, the center of the area used to fight Chaos 6, E101Mk.II and ZERO was raised a lot higher than what can be seen in-game. This appears to be have been a very late decision, as the low-detail models for the Egg Carrier (including the one used in both acts of Sky Chase) as well as the prerendered movies all use this older design. The earlier version can also be found in the AutoDemo.
There are many stages in the game that include starting coordinates for characters that don't normally go to that specific stage or act. Usually, the places these coordinates point to will be the same as one of the characters that do go there normally.
- Emerald Coast: Sonic has a starting point at 5815,5,1136 in Big's Act.
- Windy Valley: Gamma appears out of bounds at 694,-113,-205 in Act 2 and 0,700,0 in Act 3. These are actually the starting coordinates that were used for Sonic in the early version of the stage.
- Red Mountain: Tails starts next to the capsule at -397,1039,3141 in Act 2. Much like Emerald Coast Act 2, the game will force you to leave the level immediately, likely due to the cutscene that takes place there.
- Sky Deck: Tails starts in the same place as Sonic at 327,-74,2535 in Act 2 and in an entirely different spot at -1237,15,97 in Act 3. Knuckles starts at 0,-410,1 in Act 1 and 327,-74,2535 in Act 2, both of them far out of bounds.
- Lost World: In Act 1 Knuckles starts just below where Sonic does, at -264,-23,-168.
- Casinopolis: Everyone has the same starting coordinates as Sonic in all Acts.
- Final Egg: Gamma starts at 187,-75,957 in Act 1 - the same location Sonic does in the AutoDemo. Amy and Gamma start at 1060,588,-384 in Act 2 and Amy starts at 1078,15,-830 in Act 3 (another old starting point of Sonic's). Sonic, Amy and Gamma also have starting coordinates for the unused Act 4 at 2811,-405,-1001.
A number of the screenshots used in the game's credits for each story have subtle differences to what's seen in normal gameplay, suggesting that they were created using an older version of the game. Knuckles is the only character who appears with upgrades in his credit screenshots.
The images used for flashbacks in Amy and Gamma's stories also have some visible differences:
If the game disc is inserted into a PC, a folder can be found containing a selection of different wallpapers depending on which version of the game is being used:
Along with the following text files:
< Sonic Adventure > Abstracted by none.
SERIES TITLE: SONIC the Hedgehog ,1991 SONIC the Hedgehog 2 ,1992 SONIC the Hedgehog 3 ,1994 SONIC and KNUCKLES ,1994 SONIC JAM ,1997 SONIC Adventure (for Japan) ,1998
SSONIC ADVENTURE: (C) SEGA ENTERPRISES,LTD.,1998,1999