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Sonic Robo Blast 2

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Title Screen

Sonic Robo Blast 2

Developer: Sonic Team Junior
Publisher: Sonic Team Junior
Platform: Windows
Released internationally: November 2000


CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
BonusIcon.png This game has hidden bonus content.


PrereleaseIcon.png This game has a prerelease article

<Sanky> please suggest an unused sprite with a clock or something
This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!
SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH
This page sucks.
If you could make it suck less, that would be awesome.
Specifically: No rhyme or reason to this page's organization. Content from older versions is everywhere.

Sonic Robo Blast 2 is a fan-made Sonic the Hedgehog game based on a modified version of the Doom Legacy engine. It's been in development since 1998, with the first demo being released in 2000. Keep in mind that some of this content is in the game for modders to use. However, it's not used in the main, un-modded game, so here it goes.

Hmmm...
To do:
  • Add more unused parts in the levels
  • Add more unused graphics such as score tally backgrounds (INTERSCR and INTERSCW) or the old special stage texts.
  • Replace all the GIFs of gameplay with MP4 video (since for small sections of footage at these resolutions, it's more efficient data-usage wise) if they are found to be necessary over a picture demonstrating the same thing

Sub-pages

PrereleaseIcon.png
SRB2 Archived Versions
Olds Versions.
PrereleaseIcon.png
SRB2 Versions Changelog
Changelog Demo 1-2.1.

SRB2 2.2

Being the biggest update yet, and originally launching in December 7th 2019,this version revamps every graphic in the game and every level up to Red volcano act 1

Most notably, this update added slopes making the game much for akin to sonic games and less like DOOM. This update also added the majority of the game gimmicks and enemies. atop of all of that we got a completely new soundtrack much more professional than it's predecessor.

the Visual appearance of every level got overhauled and now feels more professional and less empty like prior versions. Most notably, Castle Eggman was remade from scratch (again) just like red volcano and deep sea, arid canyon got finished.

CEZ2 2.2

Special stages got this treatment too, being filled with life and some animated backgrounds.

The secrets this time are:

  • Pipe Towers, unchanged from 2.1
  • Aerial Garden, got simplified
  • Azure Temple, with new and harder sections
  • Frozen Hillside and Haunted Heights zone from the official level design contest got added with tweaks.
  • Forest Fortress zone (a proto of 2.2 castle eggman act 1)
  • Techno Legacy zone, the old version of techno hill zone act 2 from srb2 1.09.4
  • Black Hole, new design
  • Playable Amy Rose, after completing frozen hillside.
  • Playable Fang the sniper after defeating him in arid canyon 3
  • Playable Metal Sonic, after defeating Black Eggman
  • v2.2 includes libopenmpt library that is based on the OpenMPT project, allowing for more accurate playback of tracked music files.
  • the game now includes a tutorial, for familiarizing people with the game
  • all the srb2 shields got new abilities.
  • all the sonic & knuckles shields were added.
  • Respawning Monitors were added.
  • a emblem radar was added to make emblem hunting easier.
  • every zone now has a set of Flickies akin to classic sonic games.
  • the game palette has been reworked, to make space for new ranges of colors.
  • support for MD3 models has been added, meaning that any enemy and object is able to get a 3d model.
  • support for PNG graphics in any resolution and with any palette has been added.
  • as of update 2.2.7, 3D Models are included with the game.
  • Now every object casts shadows.

Srb2-title.png

Splitscreen got severely overhauled, with a brand new splitscreen options menu. This update reworked the camera system from scratch which was the main problem of srb2 in the past, not only that but there's three camera modes; Standard, Simple and Strafe (the old camera system).

From the multiplayer part, no maps were added, but three were removed.

Sonic, Knuckles, Tails and Metal Sonic got new sprites in the new style of the game, this time looking more professional.

Sonic Tails Knuckles

Srb2 sonic 2.2.gif

Srb2 tails 2.2.gif

Srb2 knux 2.2.gif

Ultimate Mode

In Version 2.2.2, if the user types "ultimate" on the title screen (not as a command), One of four [Eggman Laughing] sound effects can be heared. This indicates that the player has toggled Ultimate Mode. The no file option in the "select game" menu will now be replaced with new graphics and the text that says "dont save!" is now replaced with "ultimate" in red. Ultimate Mode can also be accessed without using this cheat as an option in the speedrun-centric Marathon Run, added in 2.2.5.

Srb2 2.2 Ulimatefileselect.png

Pressing enter on the no file option will give you a warning text before going to the character select.

Srb2 2.2 Ultimatewarning.png

During Ultimate Mode:

  • The player starts with one life and no continues.
  • All rings and ring monitors are removed.
  • All shield monitors are removed.
  • Extra life monitors will not give extra lives despite still being present in the game. When popped, they will instead play an error sound to indicate that they do nothing.
  • Both types of Jetty-Syns (and any other Objects using A_JetChase) will have doubled speed and fly higher above the target player.
  • Both types of Buzzes (and any other objects using A_BuzzFly) will be 1.25 times faster.
  • All Objects using the actions A_LobShot, A_FireShot, A_SuperFireShot, A_JetgShoot, A_MultiShot and A_BrakFireSho] will have half the usual reaction time set afterwards.

Although this can only be accessed using cheats/a command line prompt, Ultimate Mode can be used as custom unlockable conditions for modding purposes.

Enemy Infighting

Doom's monster infighting behavior is still functional here and enemies will attempt to fight back if damaged by another enemy's attack. However, there are no instances where this can be observed without object spawning commands; there are no enemies fought alongside bosses, and the only regular enemy that can survive a hit is the unused Crawla Commander.

Easter Eggs

Cirno

In Deep Sea Act 1 there is an easter egg blocked by a door, behind it there is a crude animated image of Cirno (from Touhou Project), it is on the right side of the level.

Srb20254.png

GFZ1 House 100%

When you complete the game 100% in GFZ1's house, a paper appears thanking the players for playing the game all this time

The House of REDXVI,Friend of the Devs

Black Eggman Posters

Hmmm...
To do:
  • There's more? (yeah in CEZ)

As of 2.2 the unused poster of Black Eggman can be found if you use noclip to make it through the walls of the levels.

Techno Hill Act 1

SRB2 THZ1 Brak.png

Techno Hill Act 2

Srb20253.png

Unused Areas

Many of these areas were cut due to lack of time. Although some of these could be in V2.3

Castle Eggman Act 2

When V2.2 Castle eggman came out it came with many unfinished areas thanks to the short time they had, in subsequent updates those areas were removed or replaced with other things

CEZ2 #1 Inacessible area

In the part where the floor collapses (At the beginning of the level) There are some bars that block access to the second area. It is not known what would be there

CEZ #2 Inaccesible area with red srpings

Another unused part. In the same part where the floor collapses there is a place where only tails can go where there are lives and enemies although it is blocked by bars. If you use the NOCLIP and go through the gates you will find an almost complete section with decorations and everything. NOTE: ALL THIS WAS REMOVED IN 2.2.1

CEZ2 Unused part 3.gif

CEZ2 Unused Part 3.1.gif

This room has no decoration or details, there is only the layout. Although it is inaccessible without NOCLIP, you can see a part of the place from the level itself thanks to the windows

CEZ2 Unused part 4.gif

Arid Cayond Act 2

There is a full unfinished section for knuckles that leads to the section to the right.

Srb20429.gif Srb20430.gif

An unused part that seems to be there for no reason, although in prototype GIFS of this level it looks like it was connected to the map.

Srb20431.gif

An alternate level ending seems to have been made for characters that could get there like tails or knuckles. A part of the place can be seen at the end of the original level.

Interesing alternative exit level

Unused Graphics

Hmmm...
To do:
Put unused graphics and textures from version 2.2

Amy

Clearly used for reference

As of Update 2.2.0, this sprite of Amy T-posing can be seen inside the player sprites files.

SRB1 Sprite

SONIC

A remake of Sonic's head from Sonic the Hedgehog Robo-blast! (similar to the OMAKE pictures from Sonic CD), it is stored in the graphics folder of the SRB2.pk3 file.

Sonic Team jr Baby

STJR

It's a frame of the sonic on the screen where he closes his eye called STJRBABY In the tutorial folder

SSNTails

SSN

The same as the previous one but with tails, SSNTails was the old Codder, director and artist of SRB2 Until in 2009 When SRB2 2.0 (ME) came out

Minus 2.1 sprite

In the same Tutorial folder there are more things like this sprite of the old Minus enemy design (An enemy of Arid Cayond)

GROUNDER.png

Unused loading screen

Although if it was used in the first versions of 2.2 it was replaced by one that says: "This game should not be sold" Now it's just a decoration in the SRB2.pk3 file

2.2 2.2.6
CONSBACK.png STARTUP.png

Tutorial Monitors

A monitor saved in a folder called Tutorial also has a gold version. It seems that it has been used for the tutorial of the area to know what to do.

TVTUA0.png TVTUB0.png

Unused Points

There are graphics of points which are impossible to obtain since the enemies always give 100 points and the maximum points are 8000 and they cannot give you 1 life (Not counting the lives thanks to the points)

SCORK0.png

SCORL0.png

Old GFZROCK

Camouflage-style

The first version of the GFZ1 texture before it was changed to the chess-style texture (And it was renewed in 2.2)

Goal Screens

Sonic completed act whatever

INTERSCW.png

In previous versions, this was the screen that the end-of-zone results would appear on after completing a level. The current version has results appear without such a screen.

Old Title Screen Assets

Although a brand new title screen was implemented, graphic files can still be found for the old title screen. interestingly, the only ones with actual sprites are TITLESKY and TTWING. TTBANNER, TTSONIC, TTSPOP*, TTSPREP*, TTSWAVE* and TTSWIP* are completely blank and comprise of only 13 bytes each. the sky can be seen again if you mod the game, or are waiting to join a server.

SRB2 2.2 Old tittle Screen.gif

2.1 Sky,Although it is still used when trying to join a server

,graphic of Old Tittle screen

Brak Eggman 2.2 Sprites

When 2.2 came out the brak eggman sprites were the same as 2.1 with different palettes

BRAKA2.gif

SRB1 Textures

SRB1 text srb2.png

When version 2.2 came out, the SRB1 remake was removed from the game, but its textures are still on the files for modding purposes.

Unused gfz srb2.png

In 2.2, almost every level got new textures, even though some levels like Green Flower have a subdirectory labeled as "OLD" with all of the old textures for the level.

In the internal files, there are textures for stages such as "Star Light", "Hidden Palace", etc. These are not documented here because these are for modding purposes and often used in that way.

Original Sonic Team Jr Intro

When 2.1 came out the Sonic Team Jr. Presents intro had a small segment of Dr. Eggman about to eat pure fat from a truck. This intro was present in 2.2 as well until 2.2.6 where it was removed for a much less humorous "Sonic Team Jr. Presents" intro that gets straight to the point.


2.1 & 2.2 2.2.6
Srb20007.gif Srb20440.gif

Unused Enemies

Pointy

SRB2-Pointy.gif

It is surrounded by spikeballs and cannot be defeated by normal means, so it must be either avoided or attacked while invincible. When the player moves, it mirrors their forward and backwards movement, and stops when the player stops.

Banpyura

CR2BA0.gif

He is the enemy of Deep Sea but purple although with different things Bring a purple spring that is of the same power as a yellow one (correct if I'm wrong)

Yellow Spring Shell

SSHLI1.gif

This enemy was only used in version 2.1 in THZ2. His ability is the same as the green one only he is faster and his spring has the power of a common yellow

2.1 Deep Sea Mine

when 2.2 came out the Deep Sea mine from 2.1 was removed and replaced by another with very similar gameplay

Unused Player Abilities

Those are all available for modding, but unused in the vanilla game.

Value Ability Description
CA_HOMINGTHOK Homing attack A weakened version of the speed thok ability, but with the addition of a homing attack feature similar to that of Sonic Adventure and beyond – if an enemy, spring, or monitor is close enough to the player when triggering the ability, the player will home in towards the target object until they touch/destroy it. If the character fails to reach the object within 3 seconds, the homing attack is automatically cancelled.
CA_DOUBLEJUMP Double jump Pressing jump a second time in mid-air will make the player do a second jump.
CA_SLOWFALL Floating with slow descent Pressing jump a second time in mid-air and holding the button down will cause the player to fall at a fixed rate downwards, slowing down the rate the character falls down. This is similar to E-102 Gamma's booster powerup from Sonic Adventure.
CA_TELEKINESIS Telekinesis Pressing the jump button in mid-air will push enemies and players within a set radius around the player away; pressing spin in midair will pull them closer instead.
CA_FALLSWITCH Fall switch Reverses the player's vertical momentum when pressing jump in mid-air, thrusting them in the opposite direction instead.
CA_JUMPBOOST Jump boost The faster the player moves about, the higher the player's jump speed will be. Pressing the jump button in mid-air has no effect otherwise.
CA_AIRDRILL Air drill Pressing jump a second time in mid-air will initiate an air drill, thrusting the player forward at the angle they're facing. The player will fly in an arc, eventually finishing the drill when the player is falling down to the ground. Holding the spin button while drilling will cause the player to descend more swiftly.
CA_JUMPTHOK Jump-thok A hybrid between the thok and the double jump. Gives the player a burst of speed and an extra jump with each use.

Development Mode

Development mode itself has twelve different modes, each displaying different information, multiple of which can be displayed at once by combining the values of them together. Either the decimal or hexadecimal values can be used with the devmode command – e.g. devmode 4095 (or devmode 0xfff) will turn all development modes on, and devmode 0 will turn all of them off.

Decimal Hexadecimal Mode name Description
1 0x01 Basic Displays basic information on the HUD, such as the player's map coordinates and angle.
2 0x02 Detailed Displays more detailed information on the HUD, such as the player's XYZ momentum, scale, and ceiling/floor heights, etc.
4 0x04 Randomizer Displays information for PRNG seeds on the HUD.
8 0x08 Render Prints rendering-related debugging messages into the console.
16 0x10 NiGHTS Basic Displays basic information for NiGHTS mode on the HUD, such as timers for powerups, links and bumpers, amount left in the drill meter, and displaying milliseconds as well as seconds for the time left as NiGHTS. Also prints messages into the console signalling when the Ideya Drone displays the GOAL sign or not.
32 0x20 NiGHTS When playing as NiGHTS Super Sonic, axis transfers are displayed in-game as a rail ring sparkle trail stretching outwards from the point of the axis transfer and at the height of the player. (Such trail actually hurts you though, so the god cheat is reccomended.) When the player is transferred to another axis, "TRANSFER!" is displayed in the center of the screen. Also prints information on mares, axes and axis transfers into the console.
64 0x40 PolyObj Prints PolyObject-related debugging messages into the console.
128 0x80 Gamelogic Prints miscellaneous gamelogic debugging messages into the console.
256 0x100 Netplay Prints multiplayer-related debugging messages into the console.
512 0x200 Memory Prints memory-related debugging messages into the console, and displays the memory heap used.
1024 0x400 Setup Prints setup/initiation-related debugging messages into the console. This includes information for level-loading, loading files into the game, loading ghosts for Record Attack, MD5 computing, etc.
2048 0x800 Lua Prints Lua-related debugging messages into the console.

Sources

Note: I copied and paste it to unite them all and those were linked from a different website that I take it from. Now, I did create my own account on this website. I said it here. This should not make money out of this page! The rest of them were from this site from web archive and user. Those links were there for you to check from...

https://tcrf.net/Talk:Sonic_Robo_Blast_2 http://miscdatadigs.shoutwiki.com/wiki/Sonic_Robo_Blast_2 https://web.archive.org/web/20200919121900/https://tcrf.net/Sonic_Robo_Blast_2