Not strictly related to the Unleashed preview build, but Dario and I have been looking into the final versions of Unleashed and Generations to try to figure out if any of the set editor code is still in and usable. Starting to look like the answer is mostly no. What -is- still in the final game is code for some backend editor stuff (like saving set layer XMLs to the work folder), a lot of objects still have code to notify them when the set editor is started/stopped, and some of the debug previews still exist (for example, the ramp trajectory visualizations). However, reddog, which we're guessing is the debug UI system, seems to have been entirely compiled out of the release builds, as there's no references to any classes in the reddog namespace nor any references to any of the textures in the reddog folder in bb2.cpk, whereas the Unleashed preview build has both of those things. So although there still seems to be some backend code for the editor, the frontend is essentially gone which likely means there's no ingame means of actually interacting with the editor. The best thing that might be possible is turning on some of the debug previews... barring that I think the Unleashed preview build is the only build we have that actually has the editor.
I'm going to be away for the weekend so I'm going to miss out on anymore finds Hopefully you guys and girls can find more sweet things within this.
In other news, I spoke to the person I originally got this disk from. They're 100% sure they never even got a disk 2 so it seems SEGA may have only given disk 1 as it's a preview of the game.
I'm the topic starter in a sense so...done .
Dario FF, on 08 December 2016 - 08:46 PM, said:
There's stage geometry for 10 events that do not appear in the final game (with the same name that is). Some of these could've easily gotten either renamed or scrapped. None of this geometry is really new as far as I know.
The bugs in the visuals are just due to using Generations' shaders to visualize the stages inside SonicGLVL.
Given the names of the stages it seems like they were scaled down versions of geometry for cutscenes that either ended up using the geometry from the real stage, or just scrapped altogether to use pre-rendered ones instead.
EDIT: Upon further inspection, Event_M8_08 and Event_M8_12 are the exact same stages as the ones used here. These are pre-rendered cutscenes in the final game. (The movie names match as well)
So wait, these were the cutscene sets?! were these avaliable in the final?
A big amount of textures have different resolutions from the final versions, probably due to optimization and polishing. Some are smaller resolution in the preview build, while some are much higher resolution. It'll be worth looking into and finding a way to get all the higher resolution textures for Unleashed Project.
It seems the preview build has the capability of overriding the contents of the packed files from a "work" folder. While this folder was left over in Generations, that same behavior does not work there sadly. The set editor has the capability of saving set files (albeit unfinished) to this work folder as well. This work folder was previously enabled in the Unleashed updates to support the DLC.
Quite a lot of the sub-acts have unfinished layouts and just placed Goal Rings early (probably to indicate how much of the stage was finished).
Plenty of small geometry differences in some of the major acts.
All the Japanese voice acting for the entire game is on the disc, while there's only dialogue in English until the first werehog transformation cutscene.