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(DC) Sonic Adventure Prototype (1998-10-16) Everything you need to know + download link inside.

#16 User is offline Orengefox 

Posted 21 May 2013 - 02:46 PM

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View Postultima espio, on 21 May 2013 - 02:28 PM, said:

It would be amazing if that old Windy Valley was in there. It was the first thing I thought of :P
We'll find out sooner or later if it's there or not. We know there is a Windy Valley of some form in there. Case in point...

Quote

Level Data Locations:
STG02.bin - Windy Valley

Level object files for Windy Valley:
SET0200S.BIN - Sonic Only
SET0201S.BIN - Sonic Only
SET0202S.BIN - Sonic Only


#17 User is offline evilhamwizard 

Posted 21 May 2013 - 02:50 PM

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I can't find the file for the textures and objects for Windy Valley and a few other levels, though. :\

So it looks like for most of the levels, we only have the .BIN and the object set files.

Not sure if STG00 has any textures included either.

Oddly STG12 is missing, and STG11 is still missing from any version and I can't find any reference of it existing.

EDIT: Game has most of the spoken dialog intact. Some of them are different takes too. Mostly Sonic, lol.
This post has been edited by evilhamwizard: 21 May 2013 - 03:07 PM

#18 User is offline MainMemory 

Posted 21 May 2013 - 03:11 PM

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I am unable to read track03.iso with either 7-zip or Alcohol 52%...

#19 User is offline evilhamwizard 

Posted 21 May 2013 - 03:25 PM

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Level system leftovers:

Posted Image

These graphics exist in later versions, but I don't think these were used.

Posted Image
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Also an earlier pause screen:
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Also it doesn't look like Big has a life icon yet.
This post has been edited by evilhamwizard: 21 May 2013 - 03:27 PM

#20 User is offline Neko Kit Su 

Posted 21 May 2013 - 03:26 PM

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14.ADX, Speed Highway 2 (the part that plays while running down the building) seems to be longer than the final mix. It loops the voice and evil Chao laugh twice.

9.ADX seems to be a jingle, but it sounds horrible and unmixed. I don't think I've heard it before.

8.ADX is "Event: The Past", and seems to be missing the Clarinet after the intro.
This post has been edited by Neko Kit Su: 21 May 2013 - 03:58 PM

#21 User is offline Neo 

Posted 21 May 2013 - 04:12 PM

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View Postevilhamwizard, on 21 May 2013 - 01:35 PM, said:

Posted Image

I guess they didn't pick a name for Froggy yet.

Not necessarily. Froggy's "name" in the Japanese dialogue is kaeru-kun, literally the word frog with the honorific -kun, which is commonly used to describe a close friend. Thus, a possible interpretation of kaeru-kun is in fact, your friend frog. Whoever localized the mission texts probably wasn't privy to the character's name in the English dialogue and just went with a direct transliteration, which got noticed and corrected sometime during development.


View PostShadow Hog, on 21 May 2013 - 02:33 PM, said:

I was thinking the exact opposite, actually. The beta BGM is much more mellow and laidback, while the final version is a lot more energetic, placing a lot more emphasis on the blaring brass and accordion.

This. Seriously, my thoughts hearing this were "Why the hell didn't they use this instead of the version which had my ears tired after just one or two minutes?"

EDIT:

View PostOrengefox, on 21 May 2013 - 01:15 PM, said:


From watching this, ZERO appears to be using menu sounds for his scanning actions... Placeholders or just the wrong sound bank? Also, the reflection on the spikeballs is busted.

Big does indeed seem to start inside the cave area that's a secret in the final game. Maybe this room was going to be the entirety of Big's stage, until they realized they had already pulled that shit with Twinkle Park and tacked on a bit of Sonic's act along with some new geometry to box it in.
This post has been edited by Neo: 21 May 2013 - 04:39 PM

#22 User is offline MainMemory 

Posted 21 May 2013 - 04:25 PM

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I looked into stg00, and to my surprise, there are three sets of level geometry right at the beginning of the file.

The first one (0x6C) shows this:
Posted Image
This level uses no textures, consists entirely of three models, and I think it might match the unused SET file and paths that were discussed in the SADX Preview topic a while back...
The second one (0x120)... shows nothing in SALVL, and consists of four models.
The third one (0x2F8) crashes SALVL, and consists of twelve models.

#23 User is offline JansenM 

Posted 21 May 2013 - 04:33 PM

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Been scrolling through the tracks, and 'And... Fish Hits!' (12.ADX) is completely missing the guitar riff at 0:30, and the song as a whole feels like it has less instruments/is less exciting.

#24 User is offline Tanks 

Posted 21 May 2013 - 04:35 PM

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Posted Image

I don't think this is exactly the same stage, but looking at E-102 down in the center there, its certainly very similar with the 3 circular platforms in background, but I don't think you could reproduce that screenshot with the way the platforms are lined up in the model...

#25 User is offline evilhamwizard 

Posted 21 May 2013 - 04:38 PM

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View PostMainMemory, on 21 May 2013 - 04:25 PM, said:

I looked into stg00, and to my surprise, there are three sets of level geometry right at the beginning of the file.

The first one (0x6C) shows this:
Posted Image
This level uses no textures, consists entirely of three models, and I think it might match the unused SET file and paths that were discussed in the SADX Preview topic a while back...
The second one (0x120)... shows nothing in SALVL, and consists of four models.
The third one (0x2F8) crashes SALVL, and consists of twelve models.


Awesome! It's interesting to see all these changes that occurred months before the game went gold.

I think the level geometry for a lot of the levels, even those not included here, are present. So maybe we can at least see if the some of the levels are modeled completely different. STG02 (Windy Valley) looks to be bigger in file size in this prototype than the final NTSC-J version.

#26 User is offline DustArma 

Posted 21 May 2013 - 04:40 PM

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View PostTanks, on 21 May 2013 - 04:35 PM, said:

Posted Image

I don't think this is exactly the same stage, but looking at E-102 down in the center there, its certainly very similar with the 3 circular platforms in background, but I don't think you could reproduce that screenshot with the way the platforms are lined up in the model...



It looks way too blurry to make out anything.

#27 User is offline MSX 

Posted 21 May 2013 - 04:53 PM

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View Postevilhamwizard, on 21 May 2013 - 03:25 PM, said:



These graphics exist in later versions, but I don't think these were used.

Posted Image
Posted Image
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Posted Image


Looks like SA1 might have had rankings. Wonder why they would decide to put it off until SA2

#28 User is offline redhotsonic 

Posted 21 May 2013 - 05:07 PM

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If that's true, then why is the S purple instead of gold? =P


Anyway, nice find on the SA prototype!

#29 User is offline ashthedragon 

Posted 21 May 2013 - 05:26 PM

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My friend DaGuAr -Gorila5 in Youtube- ( geez, he really needs making an account here...he has made so much discoveries!) has found a few things.

First, the second set of geometry found in stg00 by mainmemory, he was able to open it on SALVL, using the same data as mainmemory did ( dunno why it didn't work for him in the first place). Here are the results, a pretty cool looking level.

Posted Image
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Also, he has found some strange texture at Red Mountain's texture pack. He doesn't recalls seeing this ghost-like textures in the final game.

Posted Image

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Finally, he has located some sort of playable tutorial textures for Knuckles.

Posted Image
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maybe those geometry sets are for practice/test levels?

#30 User is offline Catley 

Posted 21 May 2013 - 05:49 PM

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Definitely noticing some differences in the music tracks. Some of the backing instruments in Emerald Coast Act 1 sound much clearer. The song also seems to be missing an extra drum at the beginning of it.

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