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Talk:Sonic Adventure (Dreamcast)

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I know that there is an unused pacifier for the Chao Garden in SADX. I got it using the PC version's memory editor. Somebody should look into it more and see if it's also present in the DC version. Basically, when your chao places it on its head, like a pumpkin, it'll make his head turn invisible. On the ground, it looks like a pacifier. {EspyoT} 11:47, 5 June 2011 (EDT)

Another thing. I was reading TVTropes, and read about the oversight in which you can get the Crystal Ring in the Last Story. If you do that, the game will give you a summary of the story when you choose to start Last Story (that shouldn't happen). But the thing is, the troper who wrote that mentioned that the background image for that summary consists of an early concept art for Perfect Chaos. I'm assuming this isn't used anywhere. {EspyoT} 09:52, 15 February 2012 (EST)

Trying to speedrun the game right now (stupid Big stages, ugghhhh...) but I find it difficult to believe this, if only because if Chaos can be seen, isn't the image... used...? WhoIAm 22:00, 3 April 2013 (EDT)
Are you referring to the early concept art mentioned? If so, it wouldn't be seen in normal gameplay, therefore considered "unused". --AquaBat 22:37, 3 April 2013 (EDT)
There's nothing unused about it. If you manage to trigger an autosave (by completing an Action Stage or obtaining the Crystal Ring) on your first playthrough of Super Sonic's story and exit Adventure Mode, a recap will show when you return, with an image of Perfect Chaos in the background (SMRYBG_SUPERSONIC.PVM) and playing Chaos 0/2/4's boss theme. It is rarely used, but not unused. MainMemory 22:40, 3 April 2013 (EDT)
Oh, so the image appears when you complete a stage on your first time through Last Story? Hmm... Still, I bet only around 1 out of 30 players ever did that. Should it be noteworthy nevertheless? I mean, the grand majority of people don't even know the Last Story has a "on the last episode" screen. Wouldn't be the first article to point out something that's very rare. {EspyoT} 17:08, 4 April 2013 (EDT)

Unused song

[1] An unused song in Sonic Adventure? Can someone confirm if it's real, and if it exists on the DX versions? {EspyoT} 09:53, 26 February 2012 (EST)

This isn't real. It is a song called "Flex Through The Solar System" by dRamatic & dbAudio. --needtobealive 11:26, 16 March 2013 (EDT)

The Spring in Emerald Coast

It's a well-known glitch to get Tails/Knuckles/Amy, etc. into Sonic's Emerald Coast. Thing is, all these characters start the second segment of the stage in a different place: next to a spring placed beneath the playable level. Here. Would that spring be considered "unused" as it is not normally visible under any circumstances? WhoIAm 22:00, 3 April 2013 (EDT)

Unless it has a different design than the other springs, no. It could be considered an "oddity" of sorts, though. --AquaBat 22:37, 3 April 2013 (EDT)
The part that interests me is that it seems to be a sort of generic "dump zone" for any character other than Sonic; the fact that they took the time to place it there could mean other characters, at one point, were allowed access to the stage. WhoIAm 23:00, 3 April 2013 (EDT)
The location is (0,0,0), which is the default position in any stage a character should not be in. They may have put a spring there to prevent Tails from falling into a bottomless pit either before his cutscene was implemented or in case it failed to load. MainMemory 23:07, 3 April 2013 (EDT)
I didn't know that; that's interesting. What is in this position in the other Action Stages? WhoIAm 23:10, 3 April 2013 (EDT)
Sometimes it's well outside the stage, other times it's in some random part of the stage, it all depends on how they built it. In Emerald Coast part 1, (0,0,0) is right at the start. MainMemory 23:15, 3 April 2013 (EDT)
I see. In any case, I'm placing the spring in the main article as an oddity; feel free to remove it if it doesn't belong there. WhoIAm 21:42, 6 April 2013 (EDT)

Sky Chase: Dragon and Sonic Jam models

I recall seeing videos of an unused mechanical dragon boss in Sky Chase. The Dreamcast version reportedly shows old Sonic Jam models of Sonic and Tails during the plane transforming sequence in Act 1. Can this be confirmed? WhoIAm 20:38, 8 April 2013 (EDT)

The dragon is presumably the original boss of Act 1, but it was removed. It can still be seen in debug functions, but it doesn't do anything except follow the player. The Sonic Jam models are only seen in pre-release screenshots and perhaps some obscure footage; contrary to popular belief, it's not in the final Dreamcast version (not even the first Japanese release). The models are, however, low-poly on the Tornado, and so they can still look like the Sonic Jam models from far away and may be modifications. LinkTheLefty 21:43, 8 April 2013 (EDT)
Okay. Somebody should rip the model of the dragon (it's in SADX as well). As for the old models... ah, I see, you're right. Just lower-poly ones complete with green eyes. Someone on Sonic Retro hacked the game to always use the alternate model. I swear, those smaller, shorter spikes and shorter height really do make him look classic, but the green eyes give it away. You can't tell on a 240p Youtube video! WhoIAm 21:46, 8 April 2013 (EDT)
No problem. The Sonic Jam models themselves might still be buried in the game disc somewhere, but if they aren't extracted at this point then I doubt they're still there. LinkTheLefty 21:58, 8 April 2013 (EDT)
RE: the dragon (AKA "BOSS"): Sonic Retro says hi, and not one, but two videos from the PC version.
And the post on the low-poly model hack: [2]

Jam Spring

I just thought I'd mention that the alleged spring from Sonic Jam that's on this page isn't actually from Jam. It's similar, and without the Jam model, you wouldn't be able to tell. Luckily, I happen to have the Jam Model and I can reference the differences between the two. Heck, I might even be able to throw a picture or two on the page if it's fine with you.

As for the differences, here they are: The Jam spring's topper is about 3/4 the height of that unused model, the spring's bar coils the opposite direction, and the Jam spring does not have a base on it. It should also be noted that the texture used on the unused spring's topper is (as far as I can tell) not used anywhere in the game, but when the textures for the spring from Sonic Jam are applied, they fit the model perfectly. --BetamanOmega 16:34, 4 May 2013 (EDT)

The page doesn't say it's from Sonic Jam, just that it resembles the one from Sonic Jam. I'll make a note about the texture from Sonic Jam fitting it, though. --BMF54123 16:36, 4 May 2013 (EDT)

Whoops, wrong article. I meant to go edit the one on Retro because that one does say it's the same spring from Jam. My mistake, but please do post the information about the textures, especially the note about the potentially unused texture. (Currently being used as a texture for the topper on the spring itself.) --BetamanOmega 16:38, 4 May 2013 (EDT)

Big proto release

The folks over at Sonic Retro found the oldest known proto of the game- it has some nice stuff like test levels and the EARLY WINDY VALLEY. Here. WhoIAm 17:30, 22 May 2013 (EDT)

The link goes to a forum 404 – here's the proper one. (Also, holy crap this needs to be hacked into a legitimately-playable form.) -WarioBarker 15:19, 24 May 2013 (EDT)
Sorry about that, they moved the thread sometime after I posted. Well, they've made some headway into the playability of it (and a download link is provided), though my ineptitude with anything Dreamcast-related means I can't dig into it for TCRF. So far, they've found 2 test levels, two early Chao gardens (Egg Carrier's, seen in some magazine scans, and Mystic Ruins), early Windy Valley of course, and early At Dawn from Speed Highway. Apparently most other levels have differences as well. WhoIAm 02:59, 26 May 2013 (EDT)
There are actually three test levels, just the third one crashes my level editor and SADXPC. It apparently does work in the demo thought. MainMemory 09:28, 26 May 2013 (EDT)

Unused Levels videos

On Psychojason's channel (On YouTube) he posted videos of the Beta and some unused levels recently. Should we document the Beta videos in a Beta/Prototype page and the unused levels for the final release in here? --Gamefan759 12:27, 26 May 2013 (EDT)

I think we should just make a proto page and put everything there. WhoIAm 15:09, 26 May 2013 (EDT)

Censored Neon Cowgirl

[3] Removed in all subsequent versions but I can't find a half-decent Dreamcast emulator to compare the two on. Is this notable enough to appear even?--PerfectDark 00:52, 14 July 2013 (EDT)

I believe the cowgirl was replaced by a generic Casinopolis board. There's actually a bunch of little differences that the original Sonic Adventure release in Japan had besides minor glitches, some of which can be read here. Considering the games beforehand had minimal changes outside the manuals and the games since mostly simply change the default language, this is probably the Sonic game most deserving of its own regional differences section. LinkTheLefty 01:38, 14 July 2013 (EDT)
The object was completely replaced in subsequent versions of the game. The cowgirl and billboard occupy the same slot in Casinopolis' object list. MainMemory 09:41, 14 July 2013 (EDT)

Well, I'd definetly include it if I had the means. Only the '98 Japanese version has it, not even the "International" re-release. Makes a noise when you bump into it too!--PerfectDark 16:44, 15 July 2013 (EDT)

Unused Perfect Chaos Attack

[4] I recall hearing that this is an object, but I lack the tools or knowledge to persue this. Is there any other information on this? With what little information I know, I can't add anything significant besides a link to the video to the main page. The video is of DX PC, but I'd imagine this is a similar case to the Sky Chase Dragon. I can't find anything indicating that this attack is used, info.sonicretro lists just about every other move. Toasty.C (talk) 16:32, 1 June 2014 (EDT)

Controlling the Egg Walker

Simply put, when Tails fights the Egg Walker, the final boss, you can press the whistle/flute button to somehow manipulate the boss. It looks like it just makes it advance the cycle of actions. More info here. This needs to be added to the main page. {EspyoT} 08:15, 12 October 2014 (EDT)'

Which button is that? Mystic Melodies are only in SA2. WhoIAm (talk) 01:59, 13 October 2014 (EDT)
It's not the Mystic Melody button. I'm not sure about SA on the Dreamcast, but SADX on the PC has a controller settings screen with a "flute" button. Eh, best bet is to just try all buttons on a Dreamcast controller. {EspyoT} 18:32, 13 October 2014 (EDT)

Sonic's blurred feet

I recently put up the image for the wheel feet running effect, because it looks good. I read into it a bit on Sonic Retro, however, and apparently the effect is still there in early non-JP copies, and is apparently present but broken in the DX port. Does anyone have more info/ possible way to restore it in DX? WhoIAm (talk) 22:03, 30 June 2015 (EDT)

Unused Pause Menu graphics

I was looking in the files for the original Japanese release of Sonic Adventure and found a different variant of the pause menu, what's more it's in English! I'm under the impression that since the Japanese version came out first, the images I've found are an earlier version of the international (English) pause menu. Do you mind if I upload them here? --JeffMandM (talk) 19:46, 18 February 2016 (EST)

Go right ahead. If you want to, include the used menu for comparisons. --From: divingkataetheweirdo (talk) 19:56, 18 February 2016 (EST)

Act Message

Those messages are triggered by specific objects (I can find which ones exactly if you want) when they are loaded in an act/segment other than the one they are designed for. You'll also get the messages if you place them with the GC Preview's SET debug or by editing the SET files. MainMemory (talk) 00:36, 7 July 2016 (EDT)

Thanks! I thought it'd be something object-related but I didn't know what was doing it exactly. --JmTsHaW (talk) 10:35, 7 July 2016 (EDT)

Realistic Blue Hedgehog

https://youtu.be/tlzAEfBBDrI?t=18m38s Not sure what footage is referred to but there's more context to that image somewhere --02:00, 8 July 2016 (EDT)

Here's some more context. It seems more like a gag drawing that Yuji Uekawa felt like doing out of boredom. He jokingly says in the video something like "Here, we now introduce the new Sonic."--From: divingkataetheweirdo (talk) 02:01, 8 July 2016 (EDT)

JP Trial Demo

Is it worth it to make a page on this? It came out after the JP version did and the only real change to it (aside from the limited choice of levels) is that Chaos 0 and Emerald Coast were made a lot easier. --JmTsHaW (talk) 12:45, 9 July 2016 (EDT)

It's true that there may not be that much of a difference, but we also have an article for the US trial, so... Makiri (talk) 14:14, 24 March 2017 (EDT)

Station Square "ACT" message.

I'm not quite certain but the "ACT STATION ONLY !" messages might be tied to the in game object placement mode. Taking a look at SADX Preview these same messages will print on screen during object placement when scrolling through certain objects and the "ACT CASINO ONLY !" message for example will appear when you get to an object intended for the casino section. I don't know what causes these messages to display when changing the Act value but the messages are definitely from the debug object placement mode. Maybe these messages also act as a fail safe? Could also have something to do with the debug mode, if we could find a way to activate it in game that is; there are stuff in there that aren't present (or enabled) in the SADX Preview. The preceding unsigned comment was added by MainJP (talk • contribs)

I already explained this in a section above. I cannot confirm exactly for the Dreamcast version, but based on my knowledge of the PC version, it's highly likely that the object placement mode is not compiled in to the released builds of the game, and if anything is left of it, it's just some onscreen messages and collision displays. MainMemory (talk) 12:21, 21 July 2016 (EDT)

Sonic Unlockable text

Actually, the text indicating that "Sonic is now playable" is actually used. When I played the 2004 PC version, the old computer I had didn't allow me to complete Speed Highway of Sonic's story, so I figured I must complete the other stories in order to surpass this glitch, but I was wrong. And If I remember correctly, at one point of Knuckles' story, that text appeared to me inside a blue box with a black background (outside the stages and Adventure field.--Luma.dash (talk) 06:02, 15 September 2016 (EDT)

Hmm. The text for unlocking characters is usually in a black box just like the NPC dialogue/subtitles are. As far as I know, the only way to unlock them is through meeting them in a cutscene. You might be remembering this, which is the text that appears when unlocking one of the Game Gear games in DX. --JmTsHaW (talk) 11:24, 15 September 2016 (EDT)
Maybe, you're right.--Luma.dash (talk) 12:37, 15 September 2016 (EDT)
By the way, where is that Capsule in Final Egg exactly? I don't seem to find it anywhere at the beginning of the stage.--Luma.dash (talk) 07:03, 16 September 2016 (EDT)
You can see it in this video. It's only in the Dreamcast version though. --JmTsHaW (talk) 09:03, 16 September 2016 (EDT)

Tikal Chaos Lines

I had a look at Tikal's lines in the Chaos 0 fight but I only managed to get lines for dying once and waiting about a minute. I tried dying multiple times and seeing if Chaos' health affected what she says, but I didn't see the line anywhere. I looked into it and according to the list Retro has of the original filenames it looks like that line was supposed to be for Perfect Chaos, so I guess that means some info on the page needs correcting. --JmTsHaW (talk) 10:40, 7 October 2016 (EDT)

Okay, that's the line I heard. I knew it had something to do about hitting Chaos 0 on the head. --Sonic65101 (talk) 12:54, 7 October 2016 (EDT)

DLC documentation?

just wanted to ask about this since i haven't seen mention of it anywhere, but apparently a series of DLCs were released for events; the DLC apparently just unlocking content that's already programmed into the game, things that wouldn't be seen or heard without the data on the VMU to unlock it, like Palmtree Panic's music in the Y2K event. I don't see any mention of the models, text, audio, or gameplay alterations these events use, and am kind of curious why nothing's been mentioned about it so far. 2Tie (talk) 01:52, 8 November 2016 (EST)

I haven't bothered adding them since technically they're just regular DLC. I mean, they were released officially at some point and you can get the VMU files online pretty easily these days. If you find any leftovers from the DLC in SADX though I'm sure you could put it in there though. --JmTsHaW (talk) 07:12, 17 November 2016 (EST)

Gamma during Egg Viper...?

I figured this should probably be documented as I theorize that it may be linked to unused content:

If you use a character swap mod to get gamma into the Egg Viper fight, you can actually lock onto and hit eggman when he reveals himself, you cannot do this with any other boss in the game, except for ones gamma fights normally.

Additionally, it seems that whenever the Viper jumps (get a load of this attack), Gamma is also forced to jump, and if Gamma is already in the air, Gamma will repeatedly hover and gain height for some reason until he gets stuck on the ceiling, and when the Viper shoots lasers of any kind, Gamma also automatically shoots.

(Source: Charrii5's video on attempting to beat all of SA1 using only Gamma.)

My theory on the matter is that perhaps Gamma was at some point intended to fight the egg viper? since his hover acts more like flight here, in a similar way to Cosmic Wall in SA2 and the fact that eggman is able to be locked on here is certainly deliberate, since no other boss (that gamma doesn't normally fight) can be locked onto. Gamma's plot also includes a thread about him no longer acknowledging eggman as his master anymore (after the sonic fight) and that thread never gets closure.

--Roach (talk) 11:52, 26 April 2020 (UTC)

That jumping is caused by the Egg Viper's segments being targeted - Gamma doesn't release it for them so he'll shoot endlessly when he can. When the segments are damaged they knock the player into the air so Sonic has enough height to finish the homing chain that's normally there. Here they're being hit any time they're on screen so Gamma bounces up a lot, with him going higher the more that're locked on. He can lock-on Eggman in all his fights (except for the Egg Walker's legs), I think it's just the type of hit box used - like Maximum Heat Knuckles is the only thing that can damage Beta Mk.II other than Gamma's weapon. --JmTsHaW (talk) 14:11, 26 April 2020 (UTC)
Charrii5's video demonstrates that the egg viper is the only boss that Gamma can lock onto, he wasn't able to lock onto any form of Chaos, not the Egg Hornet, no characters during character battles (except the E-series, naturally), not ZERO in Amy's story, and not Egg Walker at all. The Latter two are demonstrated in the Part 2 follow-up video to the one I sourced, which is what IMO makes the Egg Viper being able to be locked-onto all the more intriguing/confusing.
One more thing, in the video footage of Gamma in the fight, the Egg Viper doesn't seem to strictly remain in the space between the two platforms while Gamma is in the air, in quite a few clips you see the Egg Viper flying out of bounds, trying to get to Gamma, which I found odd. --Roach (talk) 20:20, 2 May 2020 (UTC)