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Sonic 2006: 100% Save File and Research One man's drive into insanity

#16 User is offline Lord Nero 

Posted 11 October 2011 - 07:15 PM

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I tried downloading this but it's just a zipped blank folder, also unsure of how to get this to run (after redone obviously) with the game, any step by step instructions?

#17 User is offline Retroman 

Posted 11 October 2011 - 07:29 PM

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View PostLord Nero, on 11 October 2011 - 07:15 PM, said:

I tried downloading this but it's just a zipped blank folder, also unsure of how to get this to run (after redone obviously) with the game, any step by step instructions?

I'm not familiar with this or how save-files work on Xbox 360 since I don't have an Xbox 360, but I have found some tutorials on it: http://www.thetechga...-gamesaves.html
Edit: Found a much better, clearer step-by-step tutorial: http://www.uesp.net/...to_the_Xbox_360

You will need a USB Thumbdrive/Cable and Modio

Also, a final link:
This post has been edited by Retroman: 11 October 2011 - 07:55 PM

#18 User is offline GeneHF 

Posted 11 October 2011 - 07:38 PM

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Try now. It should be working.

Anyway, for PS3, just slap it on any USB stick (or memory card if you've the older system) making sure it's in ms0://PS3/SAVEDATA (where ms0 is whatever drive your memory device is)

After that, simply plug it into the console and copy it over to your system's memory in the Manage Save Data part of the XMB, under the GAME section.

It's a fairly quick and painless process.

#19 User is offline Retroman 

Posted 11 October 2011 - 07:57 PM

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*Facepalm* I'm such an idiot... Should've read that it was a PS3-save... -.-

#20 User is offline Lord Nero 

Posted 11 October 2011 - 08:28 PM

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Works perfectly now Gene, thanks for all the help, and kudos to actually going through the trouble of 100% the entire game!

Any chance of that Super Mod ever coming out for all of us to joygasim over? :v:

#21 User is offline GeneHF 

Posted 11 October 2011 - 09:13 PM

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Read the first post again, it's already out.

So last night, I was taking a look at some old articles about the game as well as old videos. Something caught my eye, namely in this one.



Watch Tails at about 1:39. Notice something?

The Prima guide also mentions Tails using empty item capsules instead of dummy ring loaded ones. Another sign of a later build, as people complained about how Tails' dummy rings screw up a lot of things especially when you also lose rings as a result.

So far, nothing substansive, as it's just pointing out small details. We won't be making much ground if it's just looking at videos and going "lol, that's different." Certainly a start though. The question is where to go from here, though certainly another shot at ripping the game apart would be grand.

#22 User is offline schofie9x 

Posted 11 October 2011 - 09:56 PM

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At 1:08, you can see he flips, like the E3 build, however, at 2:02, he reverts back to his "Oh, hey I'm just flying to another point" stance.
EDIT: After playing this game in a few months, that 1:08 comment is in the official game (Platinum Hits if that helps).
This post has been edited by schofie9x: 17 October 2011 - 04:59 PM

#23 User is online evilhamwizard 

Posted 11 October 2011 - 10:28 PM

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I noticed that the European release of the PS3 version came out about 3/4 months after it came out in the states/Asia. I wonder if that's any different? I remember seeing videos of the Japanese version and surprisingly I don't see much slow down in that version.

I remember some things different between the PS3 and 360 version as well that kinda made me scratch my head as to what the heck they were doing. The row boats that float around the castle town aren't there in the PS3 version, the invincibility theme or whatever doesn't play in one of the versions, and I think there were some other things too. I can see why they would get rid of those row boats in the PS3 version because of the possible resource load, but I have no idea how they could mess up the invincibility theme not playing. It's been a very long time since I played the game and I'm pretty surprised I still have this garbage lying around the house. I'm pretty reluctant to play the game again with Generations around the corner, but I guess I could give it another shot one of these days.

Whoever did version control must've been really bad at their job if they accidentally used an even older build for the retail release. While it does happen occasionally, I doubt that's exactly the case here. I'm sure the game must've been a mess to program from the start, so they probably had no idea what they were doing while trying to get the game to work on the PS3.

But color me interested in looking at the lua programming of this game. I'm curious what's in there and what isn't used.
This post has been edited by evilhamwizard: 11 October 2011 - 10:29 PM

#24 User is offline Metal Man88 

Posted 12 October 2011 - 01:04 AM

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Perhaps the rowboats were removed because they tended to get stuck inside of one another. In my 360 version they appear and get all stuck inside one another, making a hideous glitchy mess which most obviously does not add to atmosphere.

#25 User is offline GeneHF 

Posted 12 October 2011 - 05:28 AM

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To be fair, and not to point any fingers, Sonic 2006 began development when Yuji Naka was still at Sega as a Creative Director and had quite a bit of involvement in the game's development. He left the company part way through it, so I can imagine some things changed radically on top of pressure from the upper brass and the two console makers to release the game quickly.

Iizuka himself was only listed under Special Thanks, so he's not a target to throw blame at. Special Thanks are reserved for people with loose contributions (see Keiji Inafune in Mega Man X games beginning from X5.) However, coming in contact with someone in Sega who will be happy to talk in more than empty statements is a task easier typed than done.

As for the boats, aside from that collision problem, the PS3 had a lot of NPCs removed because how it lags more when handling more models. The PS3 version feels far more unstable despite being released in January 2007—two months after 2006 360. Hell, Castle Town in the PS3 version doesn't even have the render of Soleanna Castle in the horizon for some reason. If you think the maps look devoid on the 360 version, Soleanna is easily the most boring place ever in the PS3 version.

#26 User is offline PARASOL 

Posted 12 October 2011 - 11:59 AM

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Speaking of the E3 build, I remember a topic some months ago of someone on YouTube finding the E3 build somewhere. Can someone tell me if that was released? I wasn't too active at that time.

#27 User is offline GeneHF 

Posted 12 October 2011 - 01:46 PM

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http://forums.sonicr...showtopic=24831

You mean this? Like almost everything else about this game, it ended with silence and nothing coming of it. Very disappointing,

#28 User is offline muteKi 

Posted 12 October 2011 - 01:47 PM

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View PostGeneHF, on 12 October 2011 - 05:28 AM, said:

To be fair, and not to point any fingers, Sonic 2006 began development when Yuji Naka was still at Sega as a Creative Director and had quite a bit of involvement in the game's development. He left the company part way through it, so I can imagine some things changed radically on top of pressure from the upper brass and the two console makers to release the game quickly.

Iizuka himself was only listed under Special Thanks, so he's not a target to throw blame at. Special Thanks are reserved for people with loose contributions (see Keiji Inafune in Mega Man X games beginning from X5.) However, coming in contact with someone in Sega who will be happy to talk in more than empty statements is a task easier typed than done.


Speaking of Inafune, this is also my argument against trying to keep working on MML3. :P

#29 User is offline SpeedStarTMQ 

Posted 12 October 2011 - 02:19 PM

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This game obviously had some problems, and not just the actual development stage. Some videos and the demos that were released had stuff shown that were far more complex than what actually appeared in the actual game. It's actually like this game was released as a Beta. There are so many things wrong with this game, off hand I can think of a few things;

*Voice clippings are often placeholders, or completely screwed altogether.
*The controls are awful, untweaked, and there are major clipping issues throughout the game.
*Sometimes objectives screw up so you can't complete them.
*Super Sonic was left out at the last minute and is easily acessible.
*They totally destroyed the story, leaving what seems to be the Sol Emeralds out of the game entirely (though you can see them via hacking). The story, elements and even characters from the game suggest heavily that it is a prequel to Rush and Rivals.
*The real time system was left out of the game, so time doesn't flow.
*In some scenes, music seems to be cut out awkwardly, and many sounds have also been left out.

In fact, this video sums up some of the major problems this game has;

The game fascinates me because we are truly looking at something which has a big backstory behind it, with a lot of secrets to be uncovered and a lot of questions to be answered and confirmed. If SEGA were silly enough to release the BETA Sonic 4 in Japan, they're crazy enough to compile and release an older build of a game on disc. So many factors point to this being a possible reason as to the quality of the game, and perhaps SEGA lost the latest build entirely. There's a reason why they released an even worse build for the PS3. They were also allegedly working on a Wii version, but stopped in favour of Sonic Wildfire/Secret Rings.

Edit; video seems to be from our own BlazeHedgehog if I do say so :british:
This post has been edited by SpeedStarTMQ: 12 October 2011 - 02:27 PM

#30 User is offline BlazeHedgehog 

Posted 12 October 2011 - 03:03 PM

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Where was it stated that the build from the demo was more recent than the one in the final game? The E3/TGS demo came out a significant period of time before the final retail version, and there were bugs in it that you could pull off that were fixed in the final.

http://www.gametrai...ree-sonic/21942

If you can't tell by the shitty quality if the video, I was using the bounce attack in the tunnel. Doing this would get Sonic stuck to the wall, and if you managed to land at the right angle, you'd be flung out of the level. There were a couple other weird things like that with the section of road that fell down, but I don't actually remember what they were or how to trigger them now.

But yeah, no way the demo is a more finished build of the game.
This post has been edited by BlazeHedgehog: 12 October 2011 - 03:04 PM

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