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Shadow the Hedgehog general hacking discussion Formely Shadow the Hedgehog test level found

#1 User is offline ashthedragon 

Posted 12 March 2011 - 12:31 PM

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A friend from <a href="http://www.sonicreikai.com" target="_blank">Sonic Reikai</a> forums called DaGuAr has found an unused level in Shadow the hedgehog, who looks like it is a test level.

<img src="http://I.imgur.com/gfVxI.png" border="0" class="linked-image" />

<img src="http://I.imgur.com/oAov3.png" border="0" class="linked-image" />

<img src="http://I.imgur.com/ZPR1G.png" border="0" class="linked-image" />


To obtain it, he got the file stg0000_01.one from shadow the hedgehog gamecube version, and extracted it with shth_one.exe ( thanks<a href="http://forums.sonicretro.org/index.php?showuser=6978" target="_blank"> total</a> for the tool) . Seven .prs files appeared, and he extracted them with PRS Decompressor.

the PRS files were the following:

STG0000_A_01.RG1.prs
STG0000_AF_01.RG1.prs
STG0000_COLI_01.BSP.prs
STG0000_K_01.RG1.prs
STG0000_O_01.RG1.prs
STG0000_OS_01.RG1.prs
STG0000_OW_01.RG1.prs


Inside were a few .bin files, and he used STG0000_COLI_01.bin , renamed it into STG0000_COLI_01.bsp and used in on the wrldview_d3d9.exe from the renderware SDK <a href="http://forums.sonicretro.org/index.php?showtopic=24724" target="_blank">in this topic</a> .

The real file extensions are the ones before the prs file, that's why it works once you rename them from the bin file.

He adds that he suspect that the "COLI" from the STG0000_COLI_01 filename, might be a reference for collision maps,and that the floor surface is walkable.

Also, that those files are only present on the gamecube ISO, not on the PS2 one....might be a proof that shadow the hedgehog was first programmed for gamecube?


Also, he ripped the test level with 3D ripper and made a render in 3D Studio.

<img src="http://I.imgur.com/jfeXA.png" border="0" class="linked-image" />

<img src="http://I.imgur.com/Tmv1E.png" border="0" class="linked-image" />
This post has been edited by ashthedragon: 28 March 2013 - 04:33 PM

#2 User is offline Mr. Mash 

Posted 12 March 2011 - 12:39 PM

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The stuff on the ground looks like it was made in a Tony Hawk game's park editor v.png

#3 User is online JaxTH 

Posted 12 March 2011 - 01:31 PM

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Can we turn this into an AR code?

#4 User is offline DalekSam 

Posted 12 March 2011 - 01:34 PM

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That looks wacky enough to be a Hotwheels or Trackmania circuit.

I'm dead serious.

Great find, though! Leaves me wondering what other tidbits they left in the game.

#5 User is offline OKei 

Posted 12 March 2011 - 01:52 PM

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QUOTE (JaxTH @ Mar 12 2011, 10:31 AM)
Can we turn this into an AR code?

I second this notion, I have Action Replay on my PS2. I have Shadow on PS2, and I'd be more than happy to try and record video of this. =)

#6 User is offline Lanzer 

Posted 12 March 2011 - 02:02 PM

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QUOTE (JaxTH @ Mar 12 2011, 10:31 AM)
Can we turn this into an AR code?


What he said.

Hey I wonder if heroes uses the same test level as this? considering there the same engine and all its possiable.

We need to find more test levels there interesting to dick around in.

#7 User is offline RACCAR 

Posted 12 March 2011 - 02:13 PM

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I'm also a friend of DaGuAr, and he gave me this: http://www.megaupload.com/?d=3955I92O

This is a package with this level in various formats: 3ds,dae,obj and ready to use in Blitzsonic.

Also, he has only found this on Game Cube version, so no PS2 AR code for it, I'm sorry.

Or Game Cube AR for the matter, he doesn't know how to find AR codes
This post has been edited by RACCAR: 12 March 2011 - 02:15 PM

#8 User is offline Krigo 

Posted 12 March 2011 - 02:16 PM

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QUOTE (Mr. Mash @ Mar 12 2011, 05:39 PM)
The stuff on the ground looks like it was made in a Tony Hawk game's park editor v.png

That's the first thing I thought when I was looking at it.

Oh how I miss the Tony Hawk's and the hours I wasted on the park editor. sad.png

#9 User is offline Max Firestorm 

Posted 12 March 2011 - 02:17 PM

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QUOTE (DalekSam @ Mar 12 2011, 06:34 PM)
That looks wacky enough to be a Hotwheels or Trackmania circuit.


Oh god, I just found my project for tomorrow.

#10 User is offline evilhamwizard 

Posted 12 March 2011 - 02:24 PM

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Cool!

I was actually doing a comparison of all the versions of Shadow the Hedgehog and noticed that the Gamecube versions included an extra map. I was wondering what it actually was. Nice stuff!

Now someone go activate the game's debugger. :P

#11 User is offline total 

Posted 12 March 2011 - 04:30 PM

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QUOTE (ashthedragon @ Mar 13 2011, 01:31 AM)
To obtain it, he got the file stg0000_01.one from shadow the hedgehog gamecube version, and extracted it with shth_one.exe . Seven .prs files appeared, and he extracted them with PRS Decompressor.

Just to remind, this tool is incomplete and does not always work correctly with every *.one file.
And hey, I made this, why not credit me? :\
By the way, you can easily get textures from ps2 version.

#12 User is offline TheInvisibleSun 

Posted 12 March 2011 - 05:23 PM

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I want to spin dash as Shadow on one of those half pipes. I'm curious as to what would happen, seeing that the opportunity doesn't really occur it the actual game very often (if at all).
This post has been edited by TheInvisibleSun: 12 March 2011 - 05:24 PM

#13 User is offline ashthedragon 

Posted 12 March 2011 - 05:27 PM

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Oh, sorry Total, I didn't knew shth_one.exe was yours, I'll credit you ASAP.

also, some new levels found:

From file STG0001




Another test level. Also, a render:



Shadow Hedgehawk's Pro Skater


From file STG0002



Some sort of road cut down , looks like speed higway someway

From file STG0003 :



the bsp file for this is called STG0300_COLI_01.bsp ... and the 3D model is just a plain?!

From file STG0005 ( yes, no STG0004 )



Only two plains one over the another.

There is also some files called stg0000_texCM.one and similar names, who he suspect contains the textures, but he doesn't know how to open them ( he can open other TDX from the game )

#14 User is online JaxTH 

Posted 12 March 2011 - 11:37 PM

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Yeeeaaahhh....

We need some Gamecube AR codes. Then it can kinda be like the good ol' days with SA2: Battle and SA: DX.

#15 User is offline Azukara 

Posted 12 March 2011 - 11:46 PM

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I'm wondering how those slopes and loops are even possible with how shaky movement is in Heroes/Shadow engine.. not even mentioning the borked physics. Maybe all those areas are for testing automated paths?

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