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Sonic Generations (Nintendo 3DS)/Unused Graphics

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This is a sub-page of Sonic Generations (Nintendo 3DS).

Graphics in this game can be opened with either Kuriimu 2 (bclim) or Ohana3DS Rebirth (bcres).

Green Square

SonicGen3DS test.png

A little 16x16 green square, found in Emerald Coast Act 1's foreground assets. Not much information can be gleaned from its visual appearance, but its internal name is "test".

E3 Demo Leftovers

Hmmm...
To do:
Bottom screen, the rest of the E3 leftovers.

SonicGenerations3ds-E3EndTop.png

A bubble that reads "Coming late 2011" that was used in the E3 2011 demo build at the end of the demo.

1990 Label

SonicGenerations3ds-1990.png

A 1990 label is stored among the collection room assets. In the collection room, year labels are used on box arts, but because no Sonic game released in 1990, this goes unused.

Debug Fonts

DebugFont
Sonic-Generations-3DS-DebugFont.png

DebugFontTerminal
Sonic-Generations-3DS-DebugFontTerminal.png

"DebugFont" and "DebugFontTerminal" are stored in the System directory. The font normally used by the game is named "system_font_12_03", and is located in a separate Font directory.

3D Test Images

DSCF0029Tex.tga
SonicGenerations3DS-3DTestImage1.png
DSCF0188Tex.tga
SonicGenerations3DS-3DTestImage2.png
DSCF0196Tex.tga
SonicGenerations3DS-3DTestImage3.png
DSCF0223Tex.tga
SonicGenerations3DS-3DTestImage4.png
4 CTPK files can be found in the game's System folder. They contain various images of Sonic, taken at 2 angles to test the 3DS' stereoscopic 3D capabilities. Some of these angles are very slight, while others are quite extreme, providing different levels of depth.

Early UI Elements

LAYOUT_X/TEST_LYT

1ST_02_U_00
This appears to contain assets for an early boost gauge, due to the prefix 'sgage' on most of the images.

SonicGenerations3DS-EarlyUIAsset.png

TEXTTEST
This is made up of 2 assets, a small sprite with Japanese text which translates to "Return", and a screenshot of an early pause menu with many differences from the final.

SonicGenerations3DS-ModoruSprite.png

Early Final
SonicGenerations3DS-EarlyPauseMenu.png SonicGenerations3DS-FinalPauseMenu.png
  • The early menu is more transparent allowing you to see the UI behind it better.
  • The early menu has a slight gradient while the final uses solid colours.
  • The buttons and text are much larger in the early pause menu.
  • The early menu lacks button prompts.
  • Background shapes are either laid out differently or changed their density in circles and details.
  • In the earlier screenshot the life icon is at the very top of the screen, and a Japanese character is on the Sonic icon, likely indicating a placeholder. Lives are also set to 99, probably for testing.
  • The "Start" and "Goal" indicators had many details in the early version, but was reduced to just the text in the final version.

LAYOUT_X/WHITEMAP_LYT

WHITEMAP_L_00
Another early screenshot for the game, this time showing the bottom screen of the map.

Early Final
SonicGenerations3DS-EarlyMapMenu.png File:SonicGenerations3DS-FinalMapMenu.png
  • Most interestingly, there was a cut hard mode! The bottom of the screen has an additional X prompt missing in the final.
  • A shield icon is present next to many of the times; whether or not you were allowed to bring items into levels like the HD version is unknown.
  • All stages have a default time of 9:99.99, instead of being denoted as -:-.- if the player hasn't beaten it before.
  • The green Chaos Emerald graphic is slightly different, appearing less bright.
  • The level icons at the top are missing their glow effect when selected, but are bigger and more vibrant. The button prompt to switch is also slightly different than the final.
(Source: Sonic Retro Forums)

xx_help_b
SonicGenerations3DS-UnusedHintScreen.png

Outside of the hilariously incorrect loading text, the bottom screen was meant to give hints similar to the HD version.

(Source: Sonic Retro Forums)