Sonic Heroes
Sonic Heroes |
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Developer: Sonic Team USA[1] This game has unused areas. This game has a development article This game has a prototype article This game has a prerelease article |
Sonic Heroes lets you play as four teams of three, all consisting of a Speed, Fly, and Power type character, across 14 stages with varying layouts and objectives for each team.
It's the last 3D game in the series to feature the Adventure era's English voice cast before they switched to the 4Kids crew, the first time the rest of Team Chaotix showed up in a game since the mid-90s (minus Mighty), and is generally seen as one of the quirkiest games in the series. Its reception is very divisive, with people either loving or hating it.
Also notable for being the first mainline Sonic game to be released for the PlayStation 2 and Xbox.
To do:
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Contents
Sub-Pages
Development Info |
Prototype Info |
Prerelease Info |
Build Changes
Platform Differences Big's eyes glow in the dark?! |
Resources
Unused Voice Clips Everyone’s got something to say. |
Debug Modes
Debug Menu
Apply the code below on the US PlayStation 2 version to be greeted by this screen when first starting the game. The second page options do not work properly.
Known controls:
- X / Circle to change level order. It is unclear what this means or if it works properly.
- D-Pad Right / Left to move through options.
- Square to change page.
- START exits the menu.
Debug Menu At Boot D0477DEC 00000000 002BA108 000000C8 D051969C 0000FFF7 002BA108 000000C4
For GameCube, apply this code to access the menu after selecting any non-Story mode:
$Level select menu (10.8) 000a1e27 00000003 $Level select menu (NTSC-U): 000a9ebb 00000003
For the PC version, change the value at 0x54E8 (0x2750B if using Story Mode) or 0x2712D (the startup navigation) in Tsonic_win.exe from 02 to 03 (to enter the level debug menu) or 05 (to go to the movie debug menu).
Debug Displays
Camera Info
To do: Codes for other versions. |
The Action Replay codes below will enable a debug display during gameplay. The PS2 version of the code will lag the game a lot for unknown reasons.
GameCube US 042B9080 00000001
PlayStation 2 US (Press Select to enable, R3 to disable) E002FFFE 0051969C 204AD1C0 00000001 204AD1C4 00000001 E002FFFB 0051969C 204AD1C0 00000000 204AD1C4 00000000
Object Editor
Apply the code below for the PlayStation 2 US version to enable this. Unfortunately, it doesn't appear to work correctly and will lag the game a lot.
Object Editor (D-Pad Down to enable, R3 to disable) E002FFBF 0051969C 00B11895 00000001 20B817DC 00000001 E002FFFB 0051969C 00B11895 00000000 20B817DC 00000000
Geometry Debug
Apply the code below for the PlayStation 2 US version to enable this. With the code on, press and hold D-Pad Up / D-Pad Down to increase/decrease geometry distance.
Geometry Debug (Press L3 to enable, R3 to disable) D051969C 0000FFFD 00B11898 00000001 D051969C 0000FFFB 00B11898 00000000
Extra Splines
Lost Jungle has two un-reachable splines placed in the level, distance away from the mid-point of the level, with one on the upper left, and the other on the bottom right.
Unused Enemy
To do: There's more to document, including its projectile. |
Unidus, which had appeared in Sonic Adventure and Sonic Adventure 2, is present in "en_element.one" of the E3 builds.
Unused Techniques
Amy and Espio originally shared Sonic and Shadow's Tornado Jump techniques before they were given their own unique moves. These Tornado Jumps were far enough into development to have unique colors (pink for Amy, green for Espio) and corresponding voice lines.
In the E3 prototype version, leaves still float around Espio when using the original Tornado Jump.
File | Sound | Character | Transcript | Language |
---|---|---|---|---|
bank3e.pac | Amy | Take this! | English | |
bank3j.pac | Amy | そーれー! | Japanese | |
bank3e.pac | Espio | Summoning Ninja Power! | English | |
bank3j.pac | Espio | 忍法木の葉隠れ!(The ninja art of hiding in the leaves of trees!) | Japanese |
To re-enable the original Tornado Jump, change the following hex values in the PC version's "Tsonic_win.exe", then simply test their Tornado Jumps in-game:
- 0xDF6B5 - 00
- 0xDF912 - 00
- 0x17909C - 00
- 0x179B3E - 00
- 0x184587 - EB
- 0x1B007A - 00
- 0x1D29EE - 8B CE
- 0x1D324B - E9 9E F7 FF FF
- 0x1D356B - E9 7E F4 FF FF
- 0x1D40F6 - F7 C1 00 00 40 00 75 12 81 C9 00 00 40 00 C7 85 30 03 00 00 00 00 80 3F EB 06 81 E1 FF FF BF FF 3C 0F 0F 85 37 01 00 00
- 0x1D4256 - 0F
- 0x1E2F6D - 00
- 0x248B1C - EB (Fixes alpha blending issues for proper invisibility rendering)
- 0x382A44 - F0 29 5D 00
For GameCube, apply this region-free Gecko code:
$Original Tornado Jump techniques for Amy and Espio F6000001 80008180 7C840774 2C040009 D2000004 00000009 2C040009 41820028 38000001 2C000000 4182001C 881C06A0 7C000774 68000001 981C06A0 3C003F80 901C069C 38000000 2C000000 40820008 3880FFFF 2C040009 60000000 00000000 E2000001 80008000 F6000001 80008180 2C000009 40820108 D2000000 00000009 2C000009 41820028 38800001 2C040000 4182001C 889C06A0 7C840774 68840001 989C06A0 3C803F80 909C069C 38800000 2C040000 40820008 3800FFFF 2C000009 60000000 00000000 E2000001 80008000 F6000001 80008180 2C000009 40820084 D2000000 00000009 2C000009 41820028 38800001 2C040000 4182001C 889C06B0 7C840774 68840001 989C06B0 3C803F80 909C06AC 38800000 2C040000 40820008 3800FFFF 2C000009 60000000 00000000 E2000001 80008000 F6000001 80008180 2C000009 4182000C 38600000 4E800020 12000004 00004800 E2000001 80008000
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: How do you enable this for other teams, and can Sonic/Shadow do this too? |
Additionally, Chroma Camo can be enabled for other characters besides Espio.
Unused Textures
The textures can be accessed similarly to Grand Theft Auto III. By using the Magic.TXD editor one can view, edit, and create textures for all platforms Sonic Heroes was released on.
indirect_test.txd
This tile texture was used to test the indirect shader before applying it to an object or a part of the level geometry.
stg06.txd
Textures meant for fireworks in the casino levels. However, no firework models were placed in those levels, leaving them unused.
stg09.txd
A texture meant for objects that emit powder particles, such as the mushrooms in the jungle levels. They use "ef_p00" from "cmn_effect.txd" instead.
s12.txd
Used (from the stage effect txd archives) | Unused (from s12.txd) |
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A smoother, more smudgy looking version of Mystic Mansion's teleportation particles.
stg73.txd
GameCube/Xbox/PC | PlayStation 2 | Xbox (unused) |
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Stored only in the Xbox build for 2 Player Frog Forest, is a color variation of the black poison frog with less green in RGB value compared to the one found on Lost Jungle, normally used for the PlayStation builds, except in higher quality 256x256 resolution.
e3Adv.txd
Included in the textures for Stage 14, Final Fortress, is a 512×512 version of the sky texture. Only the 256×256 version is used in the stage and subsequent boss fight. The TXD file also includes the contents of "indirect_test.txd", "e3Adv.txd", and "play_ground.txd".
Strangely, the PC version is essentially "padded" with duplicate texture files, such as "event____.txd" files. Also, "comsoon.txd" is empty.
Teleporter switch textures were also in "s71.txd" for Xbox.
Unused Objects
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
There are several stage objects that go unused (located in the dvdroot folder):
- stg06_kw_hanabi_blue.one - Blue Fireworks
- stg06_kw_hanabi_green.one - Green Fireworks
- stg06_kw_hanabi_purple.one - Purple Fireworks
- stg06_kw_hanabi_red.one - Red Fireworks
- stg06_kw_hanabi_yellow.one - Yellow Fireworks
- OBJ09_POWGREEN.DFF - Green Powder (stg09obj.one)
- OBJ09_POWPINK.DFF - Pink Powder (stg09obj.one)
- OBJ09_POWYELLOW.DFF - Yellow Powder (stg09obj.one)
- OBJ09_FROGGREENBEAT.DFF - Battered Frog (stg09obj.one)
- OBJ09_FROGBLACKBEAT.DFF - Battered Black Frog (stg73obj.one, Xbox)
- OBJ14_SANDERS_K.DFF - Green Thunder (s14obj.one)
Used | Unused |
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adv_ef_warpb.dff
Used | Unused |
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Used (In-game) | Unused (In-game) |
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An unused silver swirl warp effect found in the "comobj.one" archive of the dvdroot folder. Unlike the two other warp effects, this one rapidly permeates the screen and quickly teleports the player to another position. It can be enabled in the PC version by hex editing the byte at an object offset such as 717FB from 58
to 60
and 71967 from 54
to 5C
. For the orb switch, their codes are 68 at 103132 and 64 at 10333D.
For the GameCube version, use this code to replace the gradient warp with the swirl one:
F6000002 80008180 2C000004 40820020 3860000A 38800002 12000004 48000000 E0000000 80000000 F6000003 80008180 818C0040 7D8903A6 4E800421 3800FFFF 901F0030 38000002 10000017 00000003 E0000000 80000000 F6000003 80008180 818c0044 7D8903A6 4E800421 3800FFFF 901f002c 38000002 10000017 00000003 E0000000 80000000
Unused Code
Demo Gameplay
The gameplay demo that would play after idling long enough on the PlayStation 2 and GameCube versions' prototypes were left out of the PC version. It can be re-enabled by replacing the original array at 5698A with 80 F9 06 0F 4D CB
. If done correctly, the gameplay demo will play after the opening movie.
Transparent Magician Effect
To do: Add codes for other versions. |
For the Magician/Bishop Robot that appears in castle-themed levels, there are material opcodes in the PC version starting at 212D5F (612D5F in RAM) which render the robot transparent with additive alpha blending which was never used by any of the enemy's techniques. However, editing the byte array at 210F83 from 00 00 80 3F
to a lower float code in little endian may render a transparent version of the robot after it appears on the placed location.
For GameCube, apply the Gecko codes below:
10.8 | USA |
---|---|
48000000 800030C8 DE000000 80008180 300815C8 D00302AC D20815C4 00000004 3821FFFC 3C803F80 3884FFFF 90810000 C0010000 38210004 60000000 00000000 E2000001 80008000 |
48000000 800030C8 DE000000 80008180 300AEF48 D02302B4 D20AEF44 00000004 3821FFFC 3C803F80 3884FFFF 90810000 C0210000 38210004 60000000 00000000 E2000001 80008000 |
There are also several material flags that aren't used in the game, of course including ones from unused objects, including the Fireworks object at 0xB4AC3, the hint collision (which is a 72 flag pointer) at 0x75137, the green thunder at 0x48A700 and the three powder objects at 0x468ED4 (Green), 0x468EE4 (Pink), and 0x468EF4 (Yellow) on PC.
Inaccessible Areas
To do: Many stages have inaccessible areas that have yet to be documented here. This channel has several videos showing Rose where they shouldn't be. Based on the Seaside Hill video, some areas also seem to have unique object placement variations that go unseen since you never go to them. Also, properly investigate unused layouts in 2P Mode, particularly Seaside Hill, Grand Metropolis and Rail Canyon. |
Due to how the levels are structured, all four teams can theoretically access every area in a level - including those that are "exclusive" to one team. This is most evident with Team Rose, as their levels are the shortest and either cut out roughly the first third of it (such as Power Plant) or physically block them from proceeding at a certain point (such as Lost Jungle).
However, with the use of glitches and/or hacks, teams are able to go to places they weren't meant to. And oddly enough, several of these areas have remnants of them being able to go there normally, such as unique object placements or otherwise unused lines of dialogue.
Team Sonic
Team Sonic in Team Chaotix's final area of Mystic Mansion, accessibly only through using hacks. There doesn't seem to be any way to leave due to the lack of a teleport flower, let alone a way to open it.
Original Rail Canyon Team Chaotix mission
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: It's a bit confusing what the text is even talking about. And are there any other differences aside from this small area? Are there other stages like this? |
These codes restore the original Rail Canyon used for other teams aside from Chaotix on the team's stage mission.
PC:
- 0x4B69C: 0x08000000
- 0x55894: 0x08
- 0x3C8A24: 0x08
Original | Alternative |
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Hidden Setting
In the PC version, adding the line
Charmy_Shutup 1
to "%AppData%\SEGA\SONICHEROES\sonic_h.ini" will disable all voice clips that do not have accompanying subtitles (such as attacks, idling, and scoring).
Oddities
To do: Some of this and the next section should probably either go into the Platform Differences sub-page, the Bugs page if it's ever made, or potentially a Regional Differences sub-page if there's enough undocumented differences. |
As seen here, there's a self-destruct switch out of the wall in Team Rose's Final Fortress, to the left of where it normally is. If you fly next to the left wall, you'll be able to see it, and you can actually press it if you use glitches.
Voice Clip Oddities
To do: Rip the clip. |
A lot of voice files in the PC version are empty for unknown reasons, most notably Cream's A-rank line. In the versions that don't have this problem, she says "I'm so happy, I want to tell everyone!". The subtitles for most of the other empty voice clips will still appear, however.
There are some clips in-game for when the characters explain the bobsled controls. However, these explain that if the Flight character is thrown off, the bobsled won't be able to jump. The order for character removal is Speed, Power, Flight, so when the Flight (i.e. last remaining) character is thrown off a life is lost. This hints that previously, the order for character removal was different or random.
When fighting Metal Madness, the Hint Orb at the right makes Team Rose say that the boss will shoot fire if you grab his right arm (the flame-shooting arm). Maybe this battle was different earlier in development, because you can't do anything even remotely close to grabbing in it, and the moment he decides to shoot flames appears to be random.
Final Fortress Laser Muzzle Flash
While it's impossible to see normally, the lasers fired in Final Fortress at the rails actually do have a muzzle flash effect while firing. However, because of backface culling set by the effect's world render pass, the direction of the normals, and how briefly the laser appears before it goes offscreen, the player can never see it.
Regional Differences
Present only in the European versions of PlayStation 2 and GameCube is a unique screen that allows the user to switch between 50hz and 60hz (with a compatible television), as well as a Test option (for European PlayStation 2 only) previously seen in the Dreamcast versions of Sonic Adventure and its sequel. Interestingly, the artwork for Ocean Palace in the background can be found in the E3 prototype, albeit as an unfiltered PNG file. The North American GameCube and Xbox versions lack this feature, with the latter instead setting the video mode by checking the console's set video output.
- The American and Japanese PS2 versions are the only versions to have a voice language setting, which lets you choose between the Japanese and English dub as well as being able to change the language for text. The GameCube, Windows, and European PlayStation 2 versions only have a menu to change text language. The Xbox version has both voice languages present, but has no language menu and uses the set console language.
- The European PS2 release (when set to 50hz mode) has a glitch where the game sometimes registers two button presses instead of one, which can cause issues during gameplay (e.g. doing an air dash instead of jumping, not selecting the wanted character, etc.); this bug does not occur on emulators.
- The European GameCube version provides the option to play in 60hz. However, this just takes the 50hz mode (which already plays at the right speed and only skips frames) and forces it to run at 60hz, instead of properly adjusting the gameplay speed, resulting in it running 20% faster.
- In the PS2 version, the Cross (X) button was not switched to be confirm for the North American version (In Japan, the Circle (O) button is typically confirm). This was switched for the European release.
- Team Chaotix's Team Blast lasts 9 seconds in Western versions, but 12 seconds in Japanese versions.
References
- Games developed by Sonic Team USA
- Pages missing publisher references
- Games published by Sega
- Games published by YBM Sisa
- PlayStation 2 games
- Xbox games
- GameCube games
- Windows games
- Games released in 2003
- Games released in December
- Games released on December 30
- Pages missing date references
- Games released in 2004
- Games released on December 17
- Games with unused areas
- Games with unused code
- Games with unused enemies
- Games with unused objects
- Games with unused graphics
- Games with unused models
- Games with unused abilities
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with hidden level selects
- Games with regional differences
- Games with revisional differences
- To do
- To investigate
- Needs more images
- Sonic the Hedgehog series
Cleanup > Needs more images
Cleanup > Pages missing date references
Cleanup > Pages missing publisher references
Cleanup > To do
Cleanup > To investigate
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused code
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused objects
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Sega > Games developed by Sega Studios USA > Games developed by Sonic Team USA
Games > Games by platform > GameCube games
Games > Games by platform > PlayStation 2 games
Games > Games by platform > Windows games
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Games > Games by publisher > Games published by Sega
Games > Games by publisher > Games published by YBM Sisa
Games > Games by release date > Games released in 2003
Games > Games by release date > Games released in 2004
Games > Games by release date > Games released in December
Games > Games by release date > Games released in December > Games released on December 17
Games > Games by release date > Games released in December > Games released on December 30
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