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Sonic Unleashed (Debug enabled beta)

Discussion in 'General Sonic Discussion' started by Lanzer, Nov 24, 2016.

  1. Kyuu

    Kyuu

    Memory Access Violation Member
    This build is for the 360 version, so no, it won't run on PS3.

    In practice, I don't think it'd be too difficult to copy/convert some individual files (e.g. Mazuri's old collision/object layout) for the PS3 version. The debug features, on the other hand - unless they're still buried in the final version of the game (and I don't know what the likelihood of that would be) I don't think there'd be any way to "copy" them from this build to the final.
     
  2. AstroSeedP

    AstroSeedP

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    Yeah, thought so. I guess I'll make do without the debug for now, BETA Mazuri is still cool so I'll just get that loaded up on my PS3.
     
  3. MathUser

    MathUser

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    So this ain't released yet, eh? Bummer. Looks interesting though.
     
  4. Dark Sonic

    Dark Sonic

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    So what are the chances these debug features can be extracted and implemented in something like Generations PC or at least integrated into Sonic Glvl? Are there any outside benefits we might see as a result of this?

    All these debug features in a way give me a new level of appreciation for Unleashed. They really did try their hardest with this one. I respect that. Also, I'm curious. Are there options to switch between Sonic and "Evil Sonic" on the fly?
     
  5. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    It remains to be seen on what capacity these features are still on the PC version of Generations. Sometimes compilers won't include the code if there's no way to reach it, but there's been some references found to a Set Editor inside of the game.

    As for GLVL itself, it gives a pretty good reference point on what features could be added (MultiSetParam, Geometry Paths, Visualization of Trajectories, etc.) to make layout editing easier, but nothing would be really extracted from it. The biggest benefit by far which is playing while editing cannot be replicated outside of the game.
     
  6. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    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)

    Event_afr_hideout_main
    [​IMG]

    Event_M0_06_myk
    [​IMG]

    Event_M8_08_01chn
    [​IMG]

    Event_M8_08_02afr
    [​IMG]

    Event_M8_08_03EU
    [​IMG]

    Event_M8_08_04snow
    [​IMG]

    Event_M8_12_01chn
    [​IMG]

    Event_M8_12_02afr
    [​IMG]

    Event_M8_12_03EU
    [​IMG]

    Event_M8_12_04snow
    [​IMG]
     
  7. N!NJA

    N!NJA

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    Collecting all Cartridge based Sonic games and their regional variations!

    It has been, I released it early. I just kept this thread going seeing as it already had a few finds/screenshots within.

    The downloads here: http://forums.sonicretro.org/index.php?showtopic=36251 (Can a staff member edit this link into the first post of this thread? First post isn't mine as this topic was split.)

    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.
     
  8. Twilightzoney

    Twilightzoney

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    Dang, that's upsetting maybe it'll show up sometime. I never expected this to ever show up.

    Right now I'm taking stuff from the final version of the game and loading it into it. To see what objects work or not. And been trying to translate the Debug menu. All I know is there must be some object not supported in Adabat or I'm just hitting a memory limit. I tried lowering the terrain range but still gave weird results. Hopefully I can end up figuring that out later.
     
  9. N!NJA

    N!NJA

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    Collecting all Cartridge based Sonic games and their regional variations!

    Yeah it's a bummer :( Though the seller did say if he ever comes across it I can take it so that's something. I'm still trying to track this Unleashed Wii build. Should know more by Monday including possible alpha stuff but the seller isn't sure if they want to sell yet.

    Keep up the good work. Hopefully you can work this all out. :)
     
  10. Dark Sonic

    Dark Sonic

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    http://www.youtube.com/watch?v=DmcGao9BE0M

    Here are some real garbage early transformation cutscenes. Gotta say though, I like Sonic's little jig that he does when he turns back to normal.

    This looks like it was made in blender or something though.
     
  11. AstroSeedP

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    Already shared it a few posts back. I also found the jig cute and nice, though it's a bit jarring after the transformation so I guess that's why that part was cut.
     
  12. Paraxade

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    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.
     
  13. Lanzer

    Lanzer

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    I'm the topic starter in a sense so...done :).

    So wait, these were the cutscene sets?! were these avaliable in the final?
     
  14. JaxTH

    JaxTH

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    So earlier in the topic someone talked about a Sonic Unleashed announcement trailer?

    Is that the one that says "Coming Soon..." at the end after all that Mazuri footage?
     
  15. Dario FF

    Dario FF

    Tech Support Hotline Tech Member
    They weren't available in the final version, but they're not strictly new geometry. Most of it is just copy pasted and cut down from the towns.

    A few of the things we noticed:
    • Placeholder graphics in most places in the UI, mostly on minor details.
    • A lot of NPC dialogue is not finished and uses placeholder text.
    • 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.
    • Lots of interesting insight into the features the set editor provides and the meaning behind multiple of the settings in the objects. A lot of the functionality of the leftover files in the game is explained by this editor as well. (ObjectDefine.obc.xml for example)
    • 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.
    • Rooftop Run Night has no actual object layout.
    • Plenty of odd gameplay bugs as usual.
     
  16. AstroSeedP

    AstroSeedP

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    [​IMG]

    Huh, I'm surprised that no one has noticed that the debug menu is visible in the E3 trailer.

    Then again, maybe you guys have and it just wasn't really worth pointing out. In which case, ignore this post.
     
  17. AstroSeedP

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    In case anyone wants this, I have the beta music for Savannah Citadel.

    http://www.youtube.com/watch?v=JRCwEQTcGN0&feature=youtu.be

    *The link for the WAV files are in the video description*

    It's not much different from the final version though. The only major change seems to be the way the guitar is played.
     
  18. S0LV0

    S0LV0

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    Yeah it's basically a filler MIDI track, indicating this is before the final instruments were recorded. Pretty common practice- of course we heard this version in the leaked trailer too.
     
  19. Lanzer

    Lanzer

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    Yeah that reminds me, music. can we get a rip of the tracks from this build? at least of the different tracks.
     
  20. Overlord

    Overlord

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    Looping ADX would be nice, yes.