This is it boys and girls! [Disc Scan] [Front Cover Scan] [Back Cover Scan] Download DC Sonic Adventure Prototype (1998-10-16) - AutoDemo (J) BIN Download DC Sonic Adventure Prototype (1998-10-16) - AutoDemo (J) ISO Tokyo International Forum Unveiling: 1998-08-22 Sonic Adventure's first release in Japan - Build Date: 1998-12-10 / Public Release Date: 1998-12-23 55 days after it's unveiling at the Tokyo International Forum. 49 days before the build date of Sonic Adventure's first release in Japan. This is without a shadow of a doubt the earliest Sonic Adventure prototype we've acquired now. It's a Not-For-Sale Promotional AutoDemo. Meaning it only shows you demonstrations / cut-scenes of the game using the games actual assets. Not just some pre-recorded FMV footage. Although it's an AutoDemo, there's a chance it might still be playable through hacking from what I can tell. At first I thought this build was like a bridge between the Tokyo International Forum and the first release in Japan. It might be earlier than we think. Jen will tell you in greater detail. In any case, this build has got loads of differences from the final from what Jen and I could see. And that's just scraping the surface, we haven't even got to the meat and potatoes yet (I.e. all the files stored away). It can run perfectly fine on hardware. Not so much the case on emulation as the timing on the demonstrations goes off. Unlike my previous Sonic prototype topics, I hoping to establish a potential small donation this time around. It's not required but greatly appreciated as it helps with the Sonic prototype findings; it's one of the things I do as a Researcher on Retro. Case in point, that Sonic Advance 2 in the prototype cart MSX bought off me, that really came in handy in more ways than one. Please PM me if you would like to make a donation =) I'll leave you all to tear this apart now. I'll be posting other things throughout the topic. Enjoy! GerbilEdit®: Mirrored the disc images to my server to reduce bandwidth usage on Retro.
Yeah, as Orenge said I've had a good look into this and I think it -might- have originally appeared in September 1998. After digging around for a bit, I came across this: Source: http://www.segatech.com/archives/september1998.html Sounds the same the first half of the auto-demo we have here, doesn't it? I wonder whether only one half of the demo was shown at this event. Unfortunately, as it was behind closed doors I've been unable to find any video footage. I also tried looking at the Game-Online article mentioned there but it doesn't exist - Wayback Machine couldn't find it either. Alternatively I guess it could be an unplayable version of the demo that was at TGS in October 1998 (a few days before the date of this auto-demo). Here's a quote describing the levels in the TGS demo: Source: http://www.segatech.com/archives/october1998.html Unfortunately I've not been able to find any footage of the game from TGS 1998 either, so I'm not 100% sure that this is the case. Here's a list of differences that I've managed to spot from letting the demo run a few times, both via an emulator and on hardware. It's pretty exhaustive/obsessive but undoubtedly incomplete. I've put it under spoiler tags because of the size of it (and because you guys might want to find these things for yourselves ;P). Note that none of the graphical oddities mentioned below are emulation issues, as they also occur when running the game on an actual Dreamcast console. Spoiler - In the opening movie, Tails opens his mouth as he's flying away from the building. In the final he keeps his mouth closed. - Sonic's standing position looks different at the start of the Gamma cutscene and the start of Speed Highway. His pose is similar to the one where he's crouching low to the floor, but he's not very low to the ground (if that makes sense - I'm sure you'll understand when you see it =P). - The camera angle at the start of Speed Highway is quite different. - When Sonic pushes on the barriers in Speed Highway, a sound effect is played that sounds like something scraping along the floor. This doesn't happen in the final (this can only be seen if you run the game in an emulator and thereby have the wonky timings, which makes Sonic repeatedly push the barriers before throwing himself to his doom). - There are extra Tikal hint orbs in Speed Highway which aren't normally there. - Near the start of Speed Highway when Sonic goes onto the breaking glass, he would be propelled quite high into the air before falling down onto the glass. He just sort of skips up to it in the demo. - If you watch the demo with the emulator timings, Sonic dies repeatedly but his ring count actually carries on after he dies. This is evident because he gets an extra life from picking up rings in the demo - this plays the Sonic 2 Chaos Emerald jingle rather than the final 1-up jingle. - When Sonic hits the spring taking him to the helicopter in Speed Highway, he's facing the camera (with his back to the helicopter) while in the air. In the final he's facing the helicopter, with his back to the camera. - The cutscene with Tails outside Casinopolis is playing the wrong music. - In the same cutscene, Tails keeps creepily losing the textures for his mouth, nose and eyes. This also happens in the cutscene with Gamma and Sonic on the Egg Carrier. - Well, Ice Cap - I think that speaks for itself. The camera angle when Tails escapes the avalanche is different from the final, it has the BETA TREES and a trick ramp that's split in half. This is one of the more interesting ones for me, most definitely. - In the cutscene with Amy and Gamma, there are item boxes inside one of the jail cells which aren't there in the final. Likewise, there'd normally be a black Chao egg inside one of the cells which isn't there in this version. - The layout of Kunckles' Red Mountain looks a bit off but I could be wrong. - Knuckles digs without the shovel claw. - In the cutscene with Amy and Sonic near Casinopolis, the bird has no wings. - In Final Egg, when Amy runs at top speed her hammer isn't visible. - The question mark and exclamation marks above Zero's head look different. Likewise, Zero's target looks different and he has different sound effects. - In Final Egg, there's a 1-up near the end of the demo that isn't there in the final. - In Gamma's cutscene with the other E-100 robots on the Egg Carrier, the purple robot looks like he has a white face rather than black, but I'm unsure as to whether this is a lighting issue or not. - There's a couple of areas of Gamma's Red Mountain that don't look quite right to me, particularly with the enemy placement. - In Big's cutscene, Froggy's model looks a bit odd. The colours look quite dark. - Big's level is just weird - where the heck is he? I don't recognise the area. It looks similar to an area in the final that you get to by diving right to the bottom of the sea and then swimming up inside a cave. In this cave there's a small island with a palm tree in the middle of it. However, this is not the same room - the water is way too shallow. Also, this isn't where Big would normally start the level. - Where are all the fish? - When Big hooks Froggy, the "hit" music doesn't play. - When Big catches Froggy, the Sonic 2 Chaos Emerald jingle plays. He then launches into his victory dance but the camera doesn't zoom in on him at this point like it would do in the final. I can't wait to see what you guys manage to find hidden inside this thing!
Check this out: Different Chao Garden BGM. Also from the looks of things, STG00.PRS appears bigger than the final. I think this used to be the test map, which would've been replaced by Hedgehog Hammer's map. This is good shit. There are some files from 1997. I don't know what these textures would've been for.
Interesting. Sounds much more active, guess they decided later on to tone it down to be more relaxed, like the gardens themselves.
I have some videos of the actual disc running on a Dreamcast. Please excuse the poor video recording and sound as I didn't have any other way of recording it. I'll see if I can get some better quality ones at some point. http://www.youtube.com/watch?v=_773ASxWA3A
Genuinely excited about this news. Sonic Adventure is probably the game I'm most interested in the development of, aside from finding a prototype Sonic 1. It's clear that they experimented with many different things and that some stuff was changed or omitted. I really hope there's some good stuff in there.
Double posting because of youtube video limit. These are really for those who can't run it on hardware. http://www.youtube.com/watch?v=OeXsFZ_8vl0 http://www.youtube.com/watch?v=-UYXvXL_UAQ
I was able to extract all the music from the game. A lot of it is mixed differently. Not all the music's here though. But still, quite a lot for an automated demo. This is in ADX format. There are also a lot more interesting sounding file names in here. Would love if this was actually playable though. Also some localization was done. Check this out. I guess they didn't pick a name for Froggy yet.
Thanks drx =) I'm really crossing fingers in hopes it's possible by means of hacking. Maybe there's a way of enabling it. Failing that, make it so that it's possible by adding controls to it or transferring any or all information to the final version. Here's the game's file list which you can easily find using a Hex viewer. Spoiler'd for size. Spoiler 0GDTEX.PVR 1ST_READ.BIN 32ASCII.PVR ADV00.PRS ADV00OBJ.PRS ADV0100.PRS ADV0130.PRS ADV01OBJ.PRS ADV02.PRS ADV02OBJ.PRS ADVEC02.PRS ADVEC31.PRS ADVEC33.PRS ADVSS01.PRS ALIFE.MLT AL_BARRIA.PVR AL_GARDEN00.PRS AL_GARDEN01.PRS AL_GARDEN02.PRS AL_ICON.PRS AL_MAIN.PRS AL_RACE.PRS AMY.PRS A_MOT.PRS BANB.PRS BANEHEAD.PVR BEACH01.PRS BEACH02.PRS BEACH03.PRS BEACH_SEA.PRS BGM.AFS BG_BEACH.PRS BG_EC00.PRS BG_HIGHWAY.PRS BG_HIGHWAY01.PRS BG_HIGHWAY02.PRS BG_HIGHWAY03.PRS BG_ICECAP.PRS BIG.PRS BIG_KAERU.PRS BOARD_URA.PVR B_CHAOS0.PRS B_CHAOS2.PRS B_CHAOS4.PRS B_CHAOS6.PRS B_CHAOS7.PRS B_E101_R.PRS B_EGM1.PRS B_EGM3.PRS B_MOT.PRS B_ROBO.PRS CAM0000S.BIN CAM0100S.BIN CAM0101S.BIN CAM0102S.BIN CAM0200S.BIN CAM0201S.BIN CAM0202S.BIN CAM0300.BIN CAM0300S.BIN CAM0301S.BIN CAM0302S.BIN CAM0400M.BIN CAM0400S.BIN CAM0401S.BIN CAM0402K.BIN CAM0402S.BIN CAM0500S.BIN CAM0501E.BIN CAM0501S.BIN CAM0502K.BIN CAM0600S.BIN CAM0601S.BIN CAM0602S.BIN CAM0700.BIN CAM0700S.BIN CAM0701S.BIN CAM0702S.BIN CAM0800S.BIN CAM0801S.BIN CAM0802S.BIN CAM0803B.BIN CAM0803S.BIN CAM0900S.BIN CAM0901S.BIN CAM0902S.BIN CAM0903S.BIN CAM0B00S.BIN CAM1000A.BIN CAM1000S.BIN CAM1001S.BIN CAM1002S.BIN CAM1003S.BIN CAM1004S.BIN CAM1005S.BIN CAM1600K.BIN CAM1600S.BIN CAMAL_RACES.BIN CAMB000S.BIN CAMEC00S.BIN CAMEGM1S.BIN CAMGARDEN00S.BIN CAMGARDEN01S.BIN CAMGARDEN02S.BIN CAMMCART00S.BIN CAMMR00S.BIN CAMMR01S.BIN CAMMR02S.BIN CAMMR03S.BIN CAMROBOS.BIN CAMSBOARDS.BIN CAMSETSS00S.BIN CAMSETSS01S.BIN CAMSETSS02S.BIN CAMSETSS03S.BIN CAMSETSS04S.BIN CAMSETSS05S.BIN CAMSHT1S.BIN CAMSHT2S.BIN CAMSHTS.BIN CAMSS00S.BIN CAMSS01S.BIN CAMSS02S.BIN CAMSS03S.BIN CAMSS04S.BIN CAMSS05S.BIN CAPTUREBEAM.PVR CHAO.PRS CHAOS0.MLT CHAOS2.MLT CHAOS4.MLT CHAOS6.PRS CHAOS6_EFFECT.PRS CHAOS_EFFECT.PRS CHAOS_EMERALD.PRS CHAO_OBJECT.PRS COMESOON.PRS CON_REGULAR.PRS CON_REGULAR_US.PRS C_SELECT1.PRS C_SELECT2.PRS DEMO_TITLE.PRS DROP.PRS DRYMOUNTAIN.MLT E102.PRS E102BEAM.PRS E102EFFECT.PRS E102ITEM.PRS E102TIME.PRS E103OLD.PRS E104OLD.PRS E105OLD.PRS EC_ACTDOOR.PRS EC_EGGLIFT.PRS EC_WATER.PRS EFF_REGULAR.PRS EGGCARRIER.MLT EGGMAN.PRS EGGROB.PRS EMERALDCOAST.MLT EME_KIRAN.PRS EVENT_ADX.AFS EVF0800.BIN EVF0801.BIN EVF0802.BIN EVF0804.BIN EVF0805.BIN EVF0806.BIN EV_EGGMOBILE1.PRS EV_SPOTLIGHT.PRS EXTRA.PRS E_0002.MLT E_0012.MLT E_001B.MLT E_0035.MLT E_0060.MLT E_0087.MLT E_00B7.MLT E_00BB.MLT E_00BF.MLT E_00D4.MLT E_AIRCRAFT.PRS E_AMENBO.PRS E_BOMB.PRS E_BUYON.PRS E_CART.PRS E_LEON.PRS E_ROBO.PRS E_SARU.PRS E_SNAKE.PRS E_SNOWMAN.PRS F0000_FROG.PRS FINALEGG.MLT FINALEGG1.PRS FINALEGG2.PRS FINALEGG3.PRS FINALEGG4.PRS FISHING.PRS GACHAPON.PRS GAMEOVER.PRS GARDEN00.PRS GOAL_A.PVR GOAL_B.PVR GOMA.PRS GORI.PRS HIGHWAY.MLT HIGHWAY01.PRS HIGHWAY02.PRS HIGHWAY03.PRS HINT.PRS ICECAP.MLT ICECAP01.PRS ICECAP02.PRS ICECAP03.PRS KABE0.PVR KAIHO_ASI.PVR KEY0102.BIN KEY0400.BIN KEY0501.BIN KEY0502.BIN KEY0502OO.BIN KEY0802.BIN KEY0A00.BIN KNUCKLES.PRS KNU_EFF.PRS KOAR.PRS KUJA.PRS K_MOT.PRS K_TUTORIAL.PRS K_TUTORIAL_USA.PRS LAND1800.BIN LION.PRS LM_CHAOS7.PRS LOADING.PRS MANATEE.DRV MILES.PRS MILESRACE.PRS MINICART.PRS MISSION_A0.PVR MISSION_A1.PVR MISSION_A_US0.PVR MISSION_A_US1.PVR MISSION_B0.PVR MISSION_B1.PVR MISSION_B_US0.PVR MISSION_B_US1.PVR MISSION_E0.PVR MISSION_E1.PVR MISSION_E102_US0.PVR MISSION_E102_US1.PVR MISSION_K0.PVR MISSION_K1.PVR MISSION_K_US0.PVR MISSION_K_US1.PVR MISSION_S0.PVR MISSION_S1.PVR MISSION_S_US0.PVR MISSION_S_US1.PVR MISSION_T0.PVR MISSION_T1.PVR MISSION_T_US0.PVR MISSION_T_US1.PVR MIW_B001.PVR MOBILE1.MLT MOGU.PRS MONORAIL.PRS MONOSTATION.PRS MOUNTAIN01.PRS MOUNTAIN02.PRS MOUNTAIN03.PRS MOUNTAIN_E104.PRS MOUNTAIN_MEXPLOSION.PRS MOUNTAIN_STEAM.PRS MOVIE.BIN MOVIE.PRS MRACE_EGGMOBLE_1.PRS MR_064S_EMEWHIT.PVR M_SBMOT.PRS NISEPAT.PRS OBJ_BEACH.PRS OBJ_EC00.PRS OBJ_EC10.PRS OBJ_EC30.PRS OBJ_EC31.PRS OBJ_EC33.PRS OBJ_EC_AB.PRS OBJ_EC_C.PRS OBJ_FINALEGG.PRS OBJ_HIGHWAY.PRS OBJ_HIGHWAY2.PRS OBJ_ICECAP.PRS OBJ_ICECAP2.PRS OBJ_MOUNTAIN.PRS OBJ_REGULAR.PRS OBJ_RUIN.PRS OBJ_SKYDECK.PRS OBJ_SS.PRS OBJ_TWINKLE.PRS OUM.PRS PEN.PRS PL1B0B.BIN PL_10B.BIN PL_40B.BIN PL_41B.BIN PL_51B.BIN PL_52B.BIN PL_60B.BIN PL_82B.BIN PL_A0B.BIN PL_A1B.BIN PL_A2B.BIN PL_Q1B.BIN PL_Q4B.BIN PL_T2B.BIN PL_W1B.BIN PL_W3B.BIN PRESSSTART.PRS P_AMY.MLT P_BIG.MLT P_E102.MLT P_KNUCKLES.MLT P_SONICTAILS.MLT RAKO.PRS RIPPLE.PRS ROCK_PANEL2.PVR SAKANA.PRS SAOP1006.SFD SBOARD.PRS SB_BOARD1.PVR SEGALOGO.PRS SET0000S.BIN SET0001S.BIN SET0100S.BIN SET0101S.BIN SET0102B.BIN SET0102S.BIN SET0200S.BIN SET0201S.BIN SET0202S.BIN SET0300S.BIN SET0301S.BIN SET0302S.BIN SET0400S.BIN SET0401S.BIN SET0402K.BIN SET0402S.BIN SET0500S.BIN SET0501E.BIN SET0501S.BIN SET0502K.BIN SET0600M.BIN SET0600S.BIN SET0601M.BIN SET0601S.BIN SET0602K.BIN SET0602M.BIN SET0602S.BIN SET0700S.BIN SET0701S.BIN SET0702S.BIN SET0800S.BIN SET0801S.BIN SET0802S.BIN SET0803B.BIN SET0803S.BIN SET0900S.BIN SET0901S.BIN SET0902S.BIN SET0903S.BIN SET1000A.BIN SET1000S.BIN SET1001S.BIN SET1002S.BIN SET1003S.BIN SET1004S.BIN SET1005S.BIN SET1500S.BIN SET1600S.BIN SET1900S.BIN SETAL_RACES.BIN SETEC00S.BIN SETEC01S.BIN SETEC02S.BIN SETEC03S.BIN SETEC04S.BIN SETEC05S.BIN SETEC30S.BIN SETEC31E.BIN SETEC31S.BIN SETEC32S.BIN SETEC33S.BIN SETEC34S.BIN SETEC35S.BIN SETGARDEN00S.BIN SETGARDEN01S.BIN SETGARDEN02S.BIN SETMCART00S.BIN SETMR00S.BIN SETMR01S.BIN SETMR02S.BIN SETMR03S.BIN SETROBOS.BIN SETSBOARDS.BIN SETSHT1S.BIN SETSHT2S.BIN SETSHTS.BIN SETSS00S.BIN SETSS01S.BIN SETSS02S.BIN SETSS03S.BIN SETSS04S.BIN SETSS05S.BIN SHOOTING.PRS SHOOTING0.PRS SHOOTING1.PRS SHOOTING2.PRS SKYDECK.MLT SKYDECK01.PRS SKYDECK02.PRS SKYDECK03.PRS SL1B0B.BIN SL_10B.BIN SL_40B.BIN SL_41B.BIN SL_51B.BIN SL_52B.BIN SL_60B.BIN SL_82B.BIN SL_A0B.BIN SL_A1B.BIN SL_A2B.BIN SL_Q1B.BIN SL_Q4B.BIN SL_T2B.BIN SL_W1B.BIN SL_W3B.BIN SONIC.PRS SON_EFF.PRS SS_FINESKY.PVR SS_YUSKAY_MINI.PVR START_A.PVR START_B.PVR STG00.PRS STG01.PRS STG02.PRS STG03.PRS STG04.PRS STG05.PRS STG06.PRS STG07.PRS STG08.PRS STG09.PRS STG10.PRS STLOGO2.SFD SUKA.PRS SUPI_SUPI.PRS S_MOT.PRS S_SBMOT.PRS TARGET.MLT TARGET_HP.PVR TARGET_HPBAR.PVR TGS_SOUSA_A.PRS TGS_SOUSA_B.PRS TGS_SOUSA_E.PRS TGS_SOUSA_K.PRS TGS_SOUSA_S.PRS TGS_SOUSA_T.PRS TIKAL.PRS TITLE.PRS TOGEBALL_TOGEBALL.PRS TUBA.PRS TWINKLE01.PRS TWINKLE02.PRS TWINKLE03.PRS UNI_A_UNIBODY.PRS UNI_C_UNIBODY.PRS USA.PRS USA_SOUSA_A.PRS USA_SOUSA_B.PRS USA_SOUSA_E.PRS USA_SOUSA_K.PRS USA_SOUSA_S.PRS USA_SOUSA_T.PRS VER1_WING.PRS V_AMY.MLT V_BIG.MLT V_E102.MLT V_KNUCKLES.MLT V_SONICTAILS.MLT WARA.PRS YOUGAN_ANIM.PRS ZOU.PRS
Object list for STG00, definitely different from the final's STG00. RING .SPRING .SPRINGB.O AXPNL.O IRONB.O FeBJG.O TOGE..O EME P.O RELEASE...O SWITCH....CMN KUSA....CMN_DRING...O BALOON....O ITEMBOX...Rocket H....Rocket HS...Rocket V....Rocket VS...O JPanel....O Save Point....WALL .SCENE CHANGE....O SMP S.O SMP M.O SM
I'm hearing some minor differences between some of the tracks. I'm gonna run a few of them through audacity and check it out.
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.
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...
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.
Level system leftovers: These graphics exist in later versions, but I don't think these were used. Also an earlier pause screen: Also it doesn't look like Big has a life icon yet.
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.