Sonic Generations (PlayStation 3, Xbox 360, Windows)
Sonic Generations |
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Also known as: Sonic Generations: Shiro no Jikuu (JP) This game has unused animations. This game has a prototype article This game has a prerelease article This game has a notes page |
Classic Sonic and Modern Sonic finally meet! Many paradoxes ensue! The PC version is notable for being released after a drought of new Sonic games for the PC, greatly rewarding Sonic fans' patience with a largely unscathed port of Sonic Generations in 2011. Sega still does what Nintendon't.
A remastered version, Sonic X Shadow Generations, was released on October 25th, 2024.
Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Notes |
Debug Leftovers
There are evidences that once a huge debug mode was present in the game.
Debug Leftovers in MainSequence.lua
The Lua script for boot sequence (disk/bb3/#Application.ar.00/MainSequence.lua, Plain-text version here) contains some debug-related stuff.
global("g_IsDebugSequence", 0); -- デバッグシーケンスフラグ
At the beginning of the file, there is a variable named "g_IsDebugSequence". If this value is 1, the Lua script will boot directly into the debug initialization (MODULE_DEBUGINIT) instead of the start of logo sequences (MODULE_NOTICE_CESA). However, the game will get stuck at a black screen, because the game requires displaying the Havok logo to successfully initialize the game. In addition, this flag is reset to 0 when the game enters the title screen.
If the debug initialization (MODULE_DEBUGINIT) is entered from the title screen without setting g_IsDebugSequence to 1, the game will enter the main game, but with no visible changes.
If the debug initialization is entered AND the variable g_IsDebugSequence is 1, the lua script will try to enter the debug menu screen mode (MODULE_DEBUGMENU) instead of the hub world (MODULE_PLAYABLEMENU). However, the game will get stuck at the last frame of "Sonic is falling" intro animation.
Sonic Unleashed Debugger Images
Images from the Sonic Unleashed debugger remain in the game.
All these debug images were in a folder named "reddog". An early screenshot of Sonic Unleashed showed the debugger in action.
Unused Lua Files
disk/bb3/#Application.ar.00 holds these files. Some of them, such as ApplicationSettingDebug.lua and DebugLauncher.lua, seem to be unused.
ArchiveTree.xml EnemyArchiveTree.xml EventArchiveTree.xml LanguageTree.xml NPCArchiveTree.xml OtherArchiveTree.xml VoiceTree.xml ApplicationMain.lua ApplicationSetting.lua ApplicationSettingDebug.lua DebugLauncher.lua MainSequence.lua MainSequenceDemo.lua PlayableMenuNPCTalkSetting.lua PlayableMenuNPCTimeTable.lua PlayableMenuSequenceTable.lua scheduler.lua ScoreTimeTable.lua script_core.lua ScriptTest.lua StorySequence.lua StorySequenceDemo.lua StorySequenceUtility.lua Vibration.lua
To do:
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Dummy "gi" Files
Within an unpacked bb3.cpk is an Application.ar.00 which contains these files:
10SYS_CMN.csb ev011.evs ev113.evs converse_common.dds gi-dummy-black.dds gi-dummy-blue.dds gi-dummy-gray.dds gi-dummy-green.dds gi-dummy-red.dds gi-dummy-white.dds gi-dummy-yellow.dds fxp_radial_noise.dds fxp_tonemap_mask.dds
There's a lot of "dummy" files in there. The dummy-<color> is just a pixel of that respective color.
Unused Text
Internal Object Names
The game has a XML file which stores the name of each level object in Japanese, which are never seen in normal gameplay. The XML file organizes the objects by category, so it was possibly used by Sega/Sonic Team's level editor.
The dump of XML file is available in the Notes page.
Source Code File Names
The game's executable is scattered with the filename of the game's source code. For some reason, some of the filenames such as "hhMessage.h" is repeated many times in the exe. More info is on the Notes page.
Unused Super Sonic Character Text
In the Characters section of the art room, there are 14 characters with biographies, however, the data includes text for an entry for Super Sonic, who's never seen in this section and lacks any other data for it in the XML files.
The name given to Sonic's ultimate form when he is transformed through the power of the Chaos Emeralds. Sonic is more powerful than normal as Super Sonic, but he can remain so for only a short time due to the tremendous amounts of energy required.
Unused Wisp Skill Descriptions
In Planet Wisp, Sonic can collect Wisps from Sonic Colors: Classic Sonic can use the Pink Spikes, while Modern Sonic can use the Orange Rocket. Normally, they're only in this level, but there are skill entries/descriptions for them in the skills file. However, they cannot be hacked into a save file, as they are missing from the game's Skill list.
Turns Sonic into an Orange Rocket to fly up.
Turns Sonic into Pink Spikes- Cling to surfaces!
Unused Mission Options
The mission levels have a "MissionScript.lua" file which sets the objective of the mission. The objective of the mission is set by calling "SetMissionType" function. Some of the objectives are never used.
Except for "OrderDashRing" (used) and "BreakEnemy" (unused), every mission type is described by the Japanese developer's comment in the mission script.
Default
-- "Default" 0 // 特に条件がない場合 -- "Default" 0 // No special conditions SetMissionType("Default", 0);
This mission type has no objectives or limitations.
BoostMax
-- "BoostMax" ブースト倍率 // ブースト全開 -- "BoostMax" Boost Multiplier // Maximum Boost SetMissionType("BoostMax", Boost Multiplier);
This mission type doesn't seem to have an effect; presumably replaced by the Endless Boost skill.
BreakEnemy
SetMissionType("BreakEnemy", Number of enemies);
Sonic must destroy a certain number of enemies before reaching the goal. The HUD shows an icon of Motobug, the number of enemies beaten, and the number of kills required. This mission type is not listed in the developer's comments. Note that this mission type is used in the 3DS version.
To do: Document the SetCustomizeSkill function; Shields and PowerBrake are unused. |
Unused Music
The game features a few unused jingles and a prototype Green Hill Zone HUB song.
EMBB044_vs_Silver_Pt2_wav.aax
An unused part of Silver's rival boss theme that doesn't play in-game. In the original soundtrack, it just plays later on in the track at around 2:28 - but they separated this from it and labelled it Pt2. The original purpose of this track being separate is unknown.
EMBB072_Invincible2_wav.aax
This song plays when Modern Sonic gets an invincibility box...but there aren't any in any Modern acts. It still works if you hack Modern Sonic into a Classic stage, however. This did eventually get used in the 3DS version.
EMBB075_1up_wav.aax
This song was unused in Sonic Adventure, used in Sonic Adventure 2 and returns to being unused in Sonic Generations! The actual 1-Up jingle in the game is stored as a short sound file instead.
EMBB081_Time_Break_wav.aax
This song is supposed to play whenever the Time Break skill is used, but it doesn't. Despite it not being used, it has been included on the Blue Blur: Sonic Generations Original Soundtrack album release as "Skill: Time Break". It is a remix of Cyber Track from Sonic Advance 3.
PAMxx_Dummy_A_wav.aax through PAMxx_Dummy_M_wav.aax
An unused White World HUB theme, which sounds like the Green Hill Zone HUB theme but played with the instruments from White World's HUB theme.
Environment Map Secret
The environment map for Planet Wisp is actually made of screenshots from the game itself. The six parts of the image, which are assembled together to form a cube, all show Sonic running through the air in a nondescript location in Planet Wisp. Just below his feet is a ball made of red wires, which indicates the use of a 3D rotation tool. The last two sides are duplicates of the first two.
Unused Sonic Battle Logo
There exists both Japanese and US logos for Sonic Battle in the game with the other logos used for the tracks in the collection, this could imply that a song from Sonic Battle was considered for the collection, though ultimately not included. There is a rendition of a song from Sonic Battle in the game (Emerald Beach, used for some missions), but it is not selectable in the Change Music menu.
Sonic Unleashed Leftovers
Sonic Generations was built directly atop the Sonic Unleashed codebase, so there's, naturally, a fair amount of leftovers. These images were extracted from the PC version.
To do: See if any of these files exist in the console versions. |
Foot Sweep Kick
The Foot Sweep Kick move from Sonic Unleashed is still in the game, but unused. It can be re-enabled by replacing 74 55 to 08 56 at offset 9FECD6, then pressing the B button in-game.
Sonic Unleashed Install Leftovers
Inside bb2.cpk, there is a folder labeled Install that contains images that would've been used during an install process. These are also present in the PlayStation 3 version of Sonic Unleashed.
Images from SystemCommon.ar.00
disk/bb/SystemCommon.ar.00 contain several images for debug mode/level editor things, plus the infamous Werehog icon.
Leftover Unleashed Renderer and Shader Tables
To do: More detail about this renderer and compare it to the one used in Generations. Some info here and here. |
While there are new Shader Tables and a new optimized renderer, it looks like Sega forgot to take the old ones out. Oops.
See the notes page for info on how to set these leftovers to appear in the game.
One thing you can notice right off the bat is that the Unleashed renderer uses more intense motion blur. This is not so on the one that is used in-game. Additionally, the Unleashed version displays angular shadows (objects cast their shadows at an angle depending on the light source), which is not the case in Generations.
Letterbox Mode
A leftover Boolean from Sonic Unleashed for whether or not the game is displayed in a widescreen aspect ratio. This can be set to letterboxed by hex editing A79DA5 to 00, although the HUD will improperly scale.
Mission UI
disk/bb/ActionCommon.ar.00 contains the Mission UI from Unleashed (ui_missionscreen.xncp), however, most of the textures are missing. Copying them directly from Unleashed makes it possible to view.
Others
- Also included are logos from Sonic Unleashed/Sonic World Adventure, all of the Hints (picture wise), and every single inventory item/collectible.
- There are also leftovers of Sonic Unleashed's textures in the game's files.
Unused Sonic Parameters
Sonic's parameters (such as his speed) are stored in disk/bb3/#SonicClassic.ar.00/SonicClassic.prm.xml (Classic Sonic) and disk/bb3/#Sonic.ar.00/Sonic.prm.xml (Modern Sonic). Some of the parameters are unused.
OnIce2D/OnIce3D
There are Friction/Acceleration/Velocity-related settings for ice surfaces, but since there are no ice-themed levels in Generations, these settings are unused.
XButtonHoming
<XButtonHoming>false</XButtonHoming>
If set to true, Modern Sonic can only perform the Air Dash by pressing X with an empty Boost gauge, and Homing Attack is performed by pressing X like in Sonic Unleashed. For Classic Sonic, he can use the Air Dash by pressing A, but he still needs the Homing Attack skill (unlocked by collecting all Red Rings from Planet Wisp Act 1) to actually home into the enemies. He also becomes unable to activate the double-jump ability of elemental shields.
Debug Options
<Debug> <Category> <Damage> <Param> <DebugNoDamage>false</DebugNoDamage> <DebugNoDead>false</DebugNoDead> <DebugNoDeadDrowning>false</DebugNoDeadDrowning> <DebugNoDrowningImmediately>false</DebugNoDrowningImmediately> <DebugNoFallDead>false</DebugNoFallDead> </Param> </Damage> <Skill> <Param> <DebugSkillCancelEnabled>false</DebugSkillCancelEnabled> <DebugSkillSpikeEndless>false</DebugSkillSpikeEndless> <DebugSkillSuperSonic>false</DebugSkillSuperSonic> </Param> </Skill> </Category> </Debug>
Unfortunately, none of these debug options are functional in the retail version. Sonic still takes damage and dies regardless of these settings.
Unused HUD Animations
To do:
|
There are few unused animations in the scenes blb_gauge and blb_gauge_eff in the HUD XNCP file (disk/bb.cpk/SonicActionCommonHud.ar.00/ui_gameplay.xncp), these were supposed to be used in the Time Eater boss.
change_c2g
change_c2w
change_g2c
cl_gauge_size_1
gn_gauge_size_1
Intro_Anim
Unused Animations
Present in "tails.ar.00" is an animation of Tails walking titled "tl_walk_loop.anm.hkx"
There's also a running animation called "tl_run_loop.anm.hkx"
Oddities
To do: I remember that someone hacked the full PC version to boot in the demo version's menu (via Lua script hacking if I remember correctly). Could someone confirm it? |
Filename Extension
Many models and textures have "_HD" at the end of their filenames. What's interesting about this is that many models and textures in the Wii version of Sonic Colors, which shares a lot of enemies and animations with Generations, have filenames that end with "_SD". Sonic Team rarely keeps filenames consistent across games, suggesting that many of the assets in Colors had been created for a Wii version of Generations.
Light Dashable Rings in Classic Sonic Stages
To do: Specific examples. |
Some of the rings in Classic Sonic's levels have the "light dashable" flag on, which won't do anything when playing as Classic Sonic.
Console/PC Differences
Graphics
The Xbox 360 and PC version have horribly pixelated cutscenes, due to the files being downscaled to 480p and running at a much lower bitrate in order to fit on a standard DVD, unlike the PS3 version, which uses a 25GB Blu-Ray disc.
Unlockable Sonic 1
In the console versions of Sonic Generations, you could purchase an item in the Skill Shop called the Sega Genesis/Mega Drive Controller to unlock the ability to play the original Sonic the Hedgehog. The PC version removes this entirely, leaving a blank spot in the HUB. However, files for it (such as the White World HUB song and shop icons) are still in the game.
When playing the Xbox 360 version with FPS Boost on Xbox Series X|S, the Sonic 1 emulation runs very slowly, suggesting this was why it was removed from the PC version.
Lua Script
The game uses Lua script files (*.lua) for configuring some parts of the game. The Lua scripts included in #Application.ar.00 archive (contains the game's startup process and story sequences) were plain-text format in console versions, but the PC version uses binary-compiled format instead. The actual contents of the script is presumably unchanged from the console versions, as the PC version accepts the console version's Lua files just fine.
The game also uses Lua scripts in the missions and some of the bosses, but they are in plain text format for all versions.
- Pages missing developer references
- Games developed by Sonic Team
- Games developed by Devil's Details
- Pages missing publisher references
- Games published by Sega
- Windows games
- Xbox 360 games
- PlayStation 3 games
- Pages missing date references
- Games released in 2011
- Games released in November
- Games released on November 1
- Games with unused animations
- Games with unused code
- Games with unused graphics
- Games with unused abilities
- Games with unused music
- Games with unused text
- To do
- Sonic the Hedgehog series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused animations
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Devil's Details
Games > Games by developer > Games developed by Sega > Games developed by Sonic Team
Games > Games by platform > PlayStation 3 games
Games > Games by platform > Windows games
Games > Games by platform > Xbox 360 games
Games > Games by publisher > Games published by Sega
Games > Games by release date > Games released in 2011
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 1
Games > Games by series > Sonic the Hedgehog series