Well anyway, as a way to bump the topic again...
Even though this exists for every build of Sonic Adventure, it's much easier to do in this build because of no-clip.
Do you remember when using the map jump feature ingame on this build that the Practice stages were listed like 6/7 times and each did something different?
Here's some trivia as to why. The very first map that normally gets created is a test map. This game apparently had several, and I guess we all have a pretty nice idea of what they could be. According to the game, Stage00 is this "Practice Stage". In the list of stages, this was once a whole new series of maps for testing purposes. Later on in development however, the test maps were replaced with the Hedgehog Hammer minigame maps. I don't fully understand why they would do this, but my guess is that maybe the map itself was built from a test map from early on? Or maybe the size of the original test map made it easy to replace. I'm not too sure, but regardless, these were originally test maps.
Now on to the fun part. Since they replaced the stages with Hedgehog Hammer, you'd guess that they'd leave something behind by mistake (as always). The funny thing is, they almost got away with it if it wasn't for one (maybe two) files:
Set0000S.bin
Set0001S.bin
Here's a quick recap of what these filenames tell us. These are object placement set files, as indicated by Set at the begining of the file. The next two 00s beside the word Set indicate the "stage number". For example, 00 is the Practice stage, 01 is Emerald Coast, 02 is Windy Valley etcetc. The next two 00s as well as the 01 in the second file is used to either indicate the act or to show that this is an alternate set(it's pretty rare to have alternate sets for one act for one character in Sonic Adventure, so this is probably false). Already, we can see that there is something odd going on since there's only one Hedgehog Hammer map in the game. And finally, the S at the end indicates the player the set is intended for. For reference, S = Sonic, K = Knuckles, M = Tails, A = Amy, B = Big, E = Gamma.
So from looking at these files, these are both intended for Sonic.
So now you're probably wondering, "what does the layout look like"? Well...

As you can see above, we see ring placement for a very small loop de loop! This, and the next image are from Set0000S.bin.

What the hell is this?

A face? (same as one above but at different angle)
Besides the fact that there is no hedgehog hammer machine loaded on the map with Sonic (along with no camera collision boxes either), these two ring formations seem to be the only thing loaded on the map. It's a very small set file, afterall. But who knows if there's something else on the map as well. To gain access to this, all you have to do is load Practice 1 from the Scene select X debug with Sonic. Then no clip through the walls by opening the SET Program, closing out of the program, and moving Sonic forward from the starting point. The object clipping can be annoying, so you have to travel a little bit to see each formation individually. Is this all there is? Maybe not, but it's hard to look around in game. Maybe someone else can go investigate...
Now what about Set0001S.bin? Well judging by my hex editor...nothing. Nothing except for the 01 after the 3rd byte. I think by loading Practice 2 with the Scene selector with Sonic, all you get is a ring and Sonic falling endlessly to his death. So there's nothing to be excited about for this one, if it isn't the Set file that's being loaded during the game at that moment.
While this is a very small thing, it's not too interesting. But, it does tell us just a little bit about what the first map ever designed into the game might've had if it were only playable. But from the look of things, we'd have to go back preeeety far into the development cycle to get to see it fully rendered.
A man can dream though...
This post has been edited by evilhamwizard: 09 August 2010 - 04:45 AM