I never thought about unused items from the original SA1 being in there... this is gold. Great finds.
<!--quoteo(post=180576:date=Feb 24 2008, 09:13 PM:name=Overlord)--><div class='quotetop'>QUOTE (Overlord @ Feb 24 2008, 09:13 PM) Draw your own conclusions.
Now I feel as if it is a leftover from a scrapped concept in which how the Light Speed Dash would work, but that could be overpowering imagination.
Let's move on to the other debug modes in this game. This next debug mode is a series of minor editors for lightning and stuff. They are activated by pressing the Y button, and each menu is changed by each consecutive y press. The menus are as follows Character info display. Displays information about positioning and animation mode being displayed. Cannot be changed, only for display Camera information. What's this, sega actually debugs their cameras? Appears like they do. This displays the position and angle of the camera. Cannot be changed, only for display Pad information. Will display the X and Y values for the joysticks, and detects depression of the analog buttons. Possibly used for calibration. Display only Fog settings. This will enable a fog of your choosing in the level. Enable the fog by pressing right on the D-pad, then press down on the d-pad and select your type. Some times are more visible than others. You can also adjust the color settings of the fog to appear more like actual fog rather than a blue/green/red haze. Clip and Sky settings. These will allow you to modify the draw distance and positioning of the ground and sky. Screenshots of each mode being changed: Pallete settings. With this you can modify the pallete data of Sonic and possibly other objects. Each command can me modified by holding A and going right or left on the D-Pad Light settings. This will allow you to modify the light intensity in a stage, maybe other things. Settings can be changed the same as previous. Sound effect player. You can select different banks and sound numbers. They can be played using the R trigger. Mission settings. I've yet to enable mission mode, so I've never got a chance to play with this yet Misc. settings. Here you can adjust things like number of lives, rings, whether or not to draw 2D objects like HUD data, and turn on and off frame skip. That about covers Y Debug settings.
Maybe that's why Sonic Adventure is more well received than the other Sonic games past that time because this is a pretty obvious reflection of their hard work, right?
With the number of glitches in SA1 though, you could still argue they spent more time on making the debug than using it
A lot of people hated Sonic Adventure at the time. It gained more popularity after the fact, partly because SA2 kicks ass, and partly because when you compare it to the rest of the vomit after SA2, suddenly it doesn't look quite so bad.
<!--quoteo(post=180569:date=Feb 24 2008, 09:07 PM:name=Sazpaimon)--><div class='quotetop'>QUOTE (Sazpaimon @ Feb 24 2008, 09:07 PM) Look at SCL X. To the right it says "Item No (0-1)" This means there are two subsets of this item in the game. Let's turn on scale mode. Press A+X. The Sub mode will change to rotation. Press it again, and it will change to Scale. Now, by using the X,Y, and B buttons, we can modify the scale of the item. X and Y handle the X and Y axises, respectively, and B takes care of the Z axis. Now, let's change the X scale to 1. What's this? a different type of head for this item has appeared! Some items they don't want you to mess with, for example: All of the Tikal settings have a nice message saying "Don't EDIT!" in red text. Obviously they don't want you to mess with it, as it can break things.[/quote] Dude... you so reminded me of Sakurai there... you should update the Smash Bros. Dojo.
Woah, this prototype is awesome. Maybe the "eff with the palettes" feature is some kind of night mode ala S2 to show boundaries? I'm also loving the lost items and locations... It almost feels like Stop n' Swop or something. o_O
<!--quoteo(post=180529:date=Feb 25 2008, 05:26 AM:name=Sazpaimon)--><div class='quotetop'>QUOTE (Sazpaimon @ Feb 25 2008, 05:26 AM) I have no idea what it does, when I pick it up I get It has no english translation, anyone care to translate for me?[/quote] It says "Chaocard - Proof of Chao Stadium membership".
I don't know if it's just me or not, but it seems there is no dead zone for the joysticks. The slightest offset on the joystick will cause sonic to move in that direction.
Let's go through our final debug mode (That I know of). Sequence editor. Hold the X button down. Select SEQ EDITOR with the D-Pad and press start We are now in the Sequence editor main menu. Let's try some things First off, the Flag settings. In this you can turn various flags to on (Yes) or off (No). I've yet to find any effect of turning random flags on or off, maybe you guys can figure something out. Event menu. Same as above. Still not sure what they do. Scene editor. Here you can select which areas to warp to. This is the most crashy part of the game (for me). For example, warping from one action stage to another can crash the game (and usually does). Press the R trigger to move to the Entrance Mode. select with the D-Pad and the Enter option at the top changes. This defines at which spawn point of the area you will enter from, keeping in mind that adventure fields have different starting points depending on where you originated from, same goes for some action stages. For the sake of example, we'll select "EC DECK FB" which means Egg Carrier Deck - Front Back, which is the untransformed Egg carrier deck And here we are! And we haven't even started Windy Valley yet! But we can tell the game we did, using the complete flags. Use this to say that you completed certain events in the game, be it bosses or action stages. In this example I'll leave them alone... ...and move on to the Debug menu. Nothing special here, just shows some debug coordinates. Finally, let's move to ...the Sequence menu. Here you can select a sequence (cutscene) to load. In green is the current sequence we are at, or had most recently finished viewing. As you can see I completed Egg hornet. Let me select Amy - Twinkle And the cutscenes for after sky chase and meeting Amy load. By this point the game sequence is incredibly broken. I haven't beaten windy valley yet, I don't have the light dash (I got the crystal ring messing with debug), and the back part of station square is still blocked off. The train is also closed, so I can't get back to the mystic ruins normally. That about covers most of the debugging features in the game. If there are more, they aren't obvious and might need to be hacked out.