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Sonic Unleashed (Debug enabled beta)

#16 User is offline N!NJA 

Posted 24 November 2016 - 06:37 PM

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View PostDario FF, on 24 November 2016 - 06:20 PM, said:

Thank you very much for the file list!

Seeing some significant changes in file structure, amount of files for stages and some signs of possible backups and layout changes. We should probably make another thread towards documenting what's inside once the dump is out. :)/>/>/>



I got bored and powered on my prototype / pre-release xbox 360 XDK and it worked (it shouldn't have.)

I'll just leave this gallery of pictures.
http://imgone.co/category/unleashed

Couple of pics embeded, click to open the full image.
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#17 User is offline Dario FF 

Posted 24 November 2016 - 06:40 PM

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Is that a motherfucking level select / debug menu.

EDIT: :specialed:
This post has been edited by Dario FF: 24 November 2016 - 06:41 PM

#18 User is offline Twilightzoney 

Posted 24 November 2016 - 06:40 PM

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Oh my goodness. You are the best. This is what we all wanted.

edit: called it with the disks woo. haha
This post has been edited by Twilightzoney: 24 November 2016 - 06:47 PM

#19 User is offline Paraxade 

Posted 24 November 2016 - 06:45 PM

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WOW this build has the debugger in it??? that is insane I can't wait to see what sort of stuff is in this

#20 User is offline Dario FF 

Posted 24 November 2016 - 06:57 PM

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Well I think this definitely warrants a thread of its own. :v: Amazing work on this.

#21 User is offline TimmiT 

Posted 24 November 2016 - 07:00 PM

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Wow, this is pretty crazy. Also, guess that whenever this build was made they hadn't finalized the world map's HUD yet at least. The one shown here has some pretty noticeable differences from the final version's.

#22 User is offline Miles Wolf 

Posted 24 November 2016 - 07:04 PM

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Lol, I like the naming for the werehog-related components, called "evil".

Thanks for sharing this.
This post has been edited by Miles Wolf: 24 November 2016 - 07:05 PM

#23 User is offline Paraxade 

Posted 24 November 2016 - 07:06 PM

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It's a shame there's only the first disk, it's pretty clear from everything that's been posted so far there's supposed to be 2 - half the levels/boss fights are missing from the file list but show up in the debug menus in those screenshots. Even so, just the one disk looks like an insane wealth of new information.

#24 User is offline TimmiT 

Posted 24 November 2016 - 07:15 PM

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Took a screencap of the final game's world map, it comes from a compressed Youtube video so the image quality is kinda bad and also it's from the PS3 version but still:

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Preview build's world map:

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#25 User is offline S0LV0 

Posted 24 November 2016 - 07:16 PM

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Holy shit yes. I really wish I had a modded console right now, but assuming the file formats can be converted the same way I might try throwing some of this shit into Generations. Hope the folks with modded consoles can document more of the build itself when it becomes available though.

#26 User is offline Twilightzoney 

Posted 24 November 2016 - 07:19 PM

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Well when its out always possible to try merging the executable with the final version of the game itself to mess with more things instead of faking a second disk. This stuff is wild.

Edit: Second thought you'd have to unpack all the pfds to the stage folder and everything to get it to work. Bit of a work around but it should work.
This post has been edited by Twilightzoney: 24 November 2016 - 07:23 PM

#27 User is offline JaxTH 

Posted 24 November 2016 - 07:26 PM

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So now there is a hunt for the second Unleashed disc. =P

#28 User is offline Dario FF 

Posted 24 November 2016 - 07:45 PM

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Hunting for the second disc opens up the possibility for Eggmanland's high resolution Global Illumination data, since the preview disc contains it for the stages that are available (and it was only included on the DLC on the final release). That data was never available due to no Eggmanland DLC being released.

I'll gladly accept the one we've seen today though, and it's definitely far more than I expected. :)
This post has been edited by Dario FF: 24 November 2016 - 07:47 PM

#29 User is offline Twilightzoney 

Posted 24 November 2016 - 09:23 PM

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Well looked through his filelist.txt and compared it with what I have from my complete 360 and PS3 terrain groups. Those are just the way the game loads in chunks of the terrain for optimization purposes basically. Its weird how PS3 has so little groups honestly. But the comparison between the Preview one and the Original 360 one are interesting to look at. Can't wait to see how it performs honestly myself to see if it can be any better or if they changed it for a certain reason for most of these.

https://docs.google....dit?usp=sharing

I might add more to it later. I like to keep this as a reference of how they handled things.
This post has been edited by Twilightzoney: 24 November 2016 - 09:25 PM

#30 User is offline Krigo 

Posted 25 November 2016 - 03:24 AM

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Wow!

This is really surprising. I can't wait to see the differences when the beta is released!

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