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Talk:Sonic Adventure 2: Battle

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This is the talk page for Sonic Adventure 2: Battle.
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I know this is not really important but should i work out the EU (and maybe Japanese) Equivalent of the AR codes. I myself would like to see the debug room but have the EU version. Other people may have the same problem as me. From: SamuelEarl666

If you don't have any other major projects going on, that'd be something good to do. {EspyoT} 12:35, 7 March 2012 (EST)
I've had a look and it seems the PAL equivalent of the Debug Mode Code is E6T9-6M5F-6HZXD + WHT1-PG35-FTRPB. I am unable to confirm it yet though. SamuelEarl666 04:03, 6 August 2012 (EDT)
If somebody made a homebrew Wii application that could run GameCube games with codes, I'd gladly test it out. Wha, I thought this was about Melee's debug code. I don't have the game, but if I did, I WOULD test it out. {EspyoT} 07:30, 6 August 2012 (EDT)
I have a hacked version of gecko and the game but i need to decrypt the code first before i can use it. SamuelEarl666 11:48, 6 August 2012 (EDT)
Hacked version of Gecko? Would you care to elaborate? {EspyoT} 08:42, 7 August 2012 (EDT)
It's Called Gecko OS Mod and is simply an Unofficial hack that works with Gamecube games as well as Wii. I guess i forgot to mention it. SamuelEarl666 13:26, 7 August 2012 (EDT)

So, there are actually more than just 2 player and graphic updates between the original and this port. Thanks to a Youtube user by the name of SadisticMystic and my experience with the Gamecube version, there's actually more notable differences. Should these be added? Spiritix 20:33, 13 November 2012 (EST)

Formats so far

These are the formats. Please edit this if you work out any of the currently unknown formats:

  • .adx - These are the Music files, they can be opened in winamp with a plugin.
  • .afs - these are 2 archives full of adx for the events. Extract with PuyoTools.
  • .bin - Can be many things, depending on the filename:
    • set - object layout
    • cam - camera data
    • fog - fog data
    • light - lighting data
  • .gvp - texture palette files, for use with al_body.gvm.
  • .gvr - these are texture files that can be viewed (and converted to png) using PuyoTools.
  • .gvm - Archives containing .gvr (texture) files. Extract with PuyoTools.
  • .mlt - Sound archives
  • .m1v - Videos that can be easily played, most of them are effects and none of them have sound.
  • .mpb - Voice archives
  • .prs - Generic compressed data, decompress with prsutil.
  • .rel - Nintendo GameCube relocatable module files. These contain much of the game's code and data. MainMemory has written tools for working with them which are available here.
  • .scr - something event related, unknown format.
  • .sfd - the are sofdec video files they can sometimes be played if you rename them to an mpg format. I havent found an actual sofdec player yet.

SamuelEarl666 13:48, 14 December 2012 (EST)

Really, a screensaver? MainMemory 14:10, 14 December 2012 (EST)
For future reference: File extensions don't necessarily correlate with the actual contents of the file, especially on a platform where the expectation is that users can't read the files from the disc. The use of ".scr" probably means it has something to do with a screen object, but it's not a Windows screensaver.
For the record, ".scr" files on Windows are actually renamed ".exe" files with specific command-line parameters. Also, the Dreamcast version has wallpaper files on the Yellow Book partition (in Windows bitmap format), but not screensavers. ---GerbilSoft 14:17, 14 December 2012 (EST)
Thanks for the info, i've never played the dreamcast version so i didn't know that. SamuelEarl666 14:22, 14 December 2012 (EST)

Link to more Unused Stuff/Leftovers

Since i seem to have no Wiki writing skills whatsoever i'll put the link to the photobucket page containing the unused stuff and you can decide whether it is unused or not. Note the crappy cut out pictures of the characters belong to a old theme select. [1] The preceding unsigned comment was added by SamuelEarl666 (talk • contribs)

The album is private, can you unprivate it? Chaossy - The Computer Geek 08:46, 11 March 2013 (EDT)
un-privated. sorry about that. --SamuelEarl666 18:53, 11 March 2013 (EDT)
You could learn how to edit a wiki, it's not that hard. MainMemory 09:34, 11 March 2013 (EDT)

Playable Super Sonic and Super Shadow in 2P Mode

Shouldn't this be on the Dreamcast version's page, since they're also unused in that version? MainMemory 10:20, 25 April 2013 (EDT)

Uhh, yeah, probably. --BMF54123 19:16, 25 April 2013 (EDT)

Amy Synopsis Image

I found this with the other images used for characters when you exit their stages in story mode and then re-enter them:

http://i.imgur.com/a5GM27s.png

Does Amy ever say anything in a synopsis? I can't remember. -Gamma (talk) 23:24, 17 October 2014 (EDT)

Yes, I remember seeing a synopsis for Last Story being done by her. --AquaBat (talk) 01:54, 18 October 2014 (EDT)
Darn. Well, thanks. -Gamma (talk) 15:56, 18 October 2014 (EDT)

Differences Between Dreamcast version

Is it okay to add the differences between this version and the Dreamcast one? I've watched footage of the Dreamcast version, and having grown up with the Gamecube one, I noticed a few things that were changed. Some seem pointless, while others fix glitches. What do we think? --Spiritix (talk) 17:50, 13 February 2015 (EST)

Rereleases and remakes are covered differently. Sonic Adventure 2: Battle is a whole other game on a completely different system, so it gets its own page and differences to the original aren't normally mentioned. Otherwise the remake pages would just be full of comparisons to the originals rather than content of its own. --AquaBat (talk) 23:53, 13 February 2015 (EST)
We generally don't cover differences between versions of a game on different platforms. --Devin (talk) 00:07, 14 February 2015 (EST)
Basically what Devin said. That doesn't mean that we don't. We just generally don't do it. Nothing stops you from making a (sub?)page with the information, though, but I can't promise that it won't get removed. (But on a side note, covering version differences between ports might be a good idea. We already do regional ones...) --Xk-sig.png Xkeeper (talk) 00:16, 14 February 2015 (EST)
I figured that same thing: We do regional ones, why not ports? Because I can understand how it wouldn't necessarily fit. The section on the Big the Cat cameo swap out didn't get removed, though.
Among the things that changed were some of the Chao areas. While I can't confirm it, I bet the data for the original versions are still on the GCN disk, and that's unused for that game.
I can make a subpage in the background and not add it until this idea has more solid ground. Or maybe just add it and see what we think. I'm not sure how I'll go about getting into the game to see if the old stuff is still actually there... --Spiritix (talk) 02:06, 14 February 2015 (EST)
I doubt very much that they kept the original Chao area geometry in the game data. They're definitely not in the PC port, but I can't really check the GameCube files, so I can't say for certain. MainMemory (talk) 02:26, 14 February 2015 (EST)
I noticed that A Link to the Past has a subpage for differences between the SNES/GBA versions. Granted, the revisional differences span a greater time gap... I dunno, I never got around to mocking up a subpage for this game but seeing this reminded me of it. If not for this game, there are other games that have a similar SNES > GBA port situation that don't have pages for their differences. --Spiritix (talk) 22:42, 11 June 2015 (EDT)

Second Unused Level?

I read here that there's a second unused but Inaccessible Level left in the Game. Somebody should definetly investigate this. --Derpycookie11 (talk) 20:16, 21 June 2015 (EDT)

I don't know which stage that is referring to, but there are actually two unused slots at the start of the level list. MainMemory (talk) 21:09, 21 June 2015 (EDT)