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(DC) Sonic Adventure Prototype (1998-10-16) Everything you need to know + download link inside.

#151 User is offline Andrew75 

Posted 22 May 2013 - 08:13 PM

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Here are the sonic GDK assets if anyone wants them, Warning scales are off, and it lacks proper set up to work in Sonic GDK as an optimized game experience.
but its a good starting point if anyone wants to dive in and have some fun. ( I recommend converting the level mesh to non SGDKStaticmesh and just use physics Volumes where slopes are located. that's if you plan on doing a serous map. otherwise don't worry about it.

I would finish it but I have Jam's sonic world, and AXSX to work on. toooo many projects and so little time. I may jump on this from time to time though if no one else tackles it.


P.S. Lets see some pointless run around videos with people falling to there deaths.
http://www.mediafire...nk1ynax9mrs93qs
This post has been edited by Andrew75: 22 May 2013 - 08:16 PM

#152 User is offline Catley 

Posted 22 May 2013 - 08:32 PM

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I had the liberty of recording the autodemo for you guys. Beware, horrible framerates and bassy audio (me forgetting to disable bass boost while recording). I would have re-recorded it just for the audio, but I didn't want to go through another half hour of recording the demo. That and the game breaks slightly when playing it through an emulator. My apologies.

Hope you like that wubwub. :P
This post has been edited by Catley: 22 May 2013 - 08:35 PM

#153 User is offline E-122-Psi 

Posted 22 May 2013 - 08:32 PM

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Is it odd that I'm reminded more of Sky Sanctuary than Windy Valley with the proto level?

Posted Image
This post has been edited by E-122-Psi: 22 May 2013 - 08:34 PM

#154 User is offline MainJp 

Posted 22 May 2013 - 09:08 PM

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I wonder..
http://info.sonicret...nknown_Room.png
Is this anywhere in this version?

#155 User is offline Shoemanbundy 

Posted 22 May 2013 - 09:10 PM

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At the risk of repeating info, did anyone notice track 15? The second part of Ice Cap Zone. It's got percussion that isn't in the final mix, and has general differences in the instrumentation I think.

Edit: What the hell, comparing to Youtube the original had percussion? .... I must be losing my memory, I don't remember that at all :x
This post has been edited by Shoemanbundy: 22 May 2013 - 09:12 PM

#156 User is offline Jase 

Posted 22 May 2013 - 09:18 PM

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So here's all I could do within 2 hours of haxxing.


I reckon someone should get that beta map into original SADX :specialed:

#157 User is online Dark Sonic 

Posted 22 May 2013 - 09:27 PM

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View PostJase, on 22 May 2013 - 09:18 PM, said:

So here's all I could do within 2 hours of haxxing.
https://www.youtube....h?v=WpPqs5JTCYU

I reckon someone should get that beta map into original SADX :specialed:

That looks more interesting and fun than the final version of that level...

#158 User is offline Jase 

Posted 22 May 2013 - 09:27 PM

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I'm not sure which thread to use, I've posted in the one in Reverse Engineering section but I'm more reading about findings in here and it's more active here.
But yeah, as I posted on the other thread, I've explored the "At Dawn" segment in-game.
https://www.youtube....h?v=WpPqs5JTCYU
And like I said in other post, someone should toooootallly rip the beta version and stick it in SADX. :v:

Also, I forgot who was trying to get knuckles in Station Square without the demo ending, but yeah you can prevent the game from triggering it's "end of demo" code by freezing 2C751608 as "11". Crappy but decent temporary fix until we can figure out how to disable the demo mode entirely. :specialed:

#159 User is offline S1impikenz 

Posted 22 May 2013 - 09:29 PM

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Okay, just for ease of access, I've ripped all (most) of the textures within the Sonic Adventure 1 proto. It contains two separate formats for each texture: The original PVR files and in PNG format.
There are 5,492 textures within 162 folders (not accounting PNG's)

SA1 (Auto Demo) textures

Have fun!

#160 User is offline Jase 

Posted 22 May 2013 - 09:29 PM

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View PostDark Sonic, on 22 May 2013 - 09:27 PM, said:

That looks more interesting and fun than the final version of that level...

Yeah it feels much more open without the stupid tunnel bits like at 1:07.. and the bridge part at the end made it look more of a challenge to get up to the capsule. Why did they change it in the final version :argh:

#161 User is offline Neko Kit Su 

Posted 22 May 2013 - 09:45 PM

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View PostJase, on 22 May 2013 - 09:27 PM, said:

I'm not sure which thread to use, I've posted in the one in Reverse Engineering section but I'm more reading about findings in here and it's more active here.
But yeah, as I posted on the other thread, I've explored the "At Dawn" segment in-game.
https://www.youtube....h?v=WpPqs5JTCYU
And like I said in other post, someone should toooootallly rip the beta version and stick it in SADX. :v:

Also, I forgot who was trying to get knuckles in Station Square without the demo ending, but yeah you can prevent the game from triggering it's "end of demo" code by freezing 2C751608 as "11". Crappy but decent temporary fix until we can figure out how to disable the demo mode entirely. :specialed:


Around 1:55-- is that the fountain/clock thingie from the proto screenshots? :) Or am I getting old and can't remember my levels anymore? :P

It also looks like the bell tower behind it is significantly different. I'm really excited to see this; Lost World and the At Dawn portion of Speed Highway are two of my favorite parts of this game! :)
This post has been edited by Neko Kit Su: 22 May 2013 - 09:46 PM

#162 User is offline MainMemory 

Posted 22 May 2013 - 10:01 PM

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View Postevilhamwizard, on 22 May 2013 - 06:17 PM, said:

View PostShoemanbundy, on 22 May 2013 - 06:12 PM, said:

I'll add in and say thanks to Orange, it's great seeing this. Makes me wish I had a proto to release to add to all of this.

Anxious to see how many areas are playable. Are all the hub areas like Station Square and Mystic Ruin there?


Some of them. Mystic Ruins Past is completely missing as far as I know, but there are remnants of Station Square, Egg Carrier, and some small remains of Mystic Ruins. The BIN files for those three exist though.

Hacking related, but how are you guys calculating the LandTable starting address for these maps? I'm trying to take a look using IDA Pro.

If you look in 1ST_READ.BIN at 160648 or 8C170648 in ida, it lists the addresses of every LandTable, 8 sections per level, 41 levels. You can find the address in that list and go to that address in the relevant stage file (assuming you've set the rom start and loading address properly). There's really not much to look at as far as the geometry goes, SALVL tells you a lot more than looking at the data does.

#163 User is offline evilhamwizard 

Posted 23 May 2013 - 12:26 AM

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View PostMainMemory, on 22 May 2013 - 10:01 PM, said:

View Postevilhamwizard, on 22 May 2013 - 06:17 PM, said:

View PostShoemanbundy, on 22 May 2013 - 06:12 PM, said:

I'll add in and say thanks to Orange, it's great seeing this. Makes me wish I had a proto to release to add to all of this.

Anxious to see how many areas are playable. Are all the hub areas like Station Square and Mystic Ruin there?


Some of them. Mystic Ruins Past is completely missing as far as I know, but there are remnants of Station Square, Egg Carrier, and some small remains of Mystic Ruins. The BIN files for those three exist though.

Hacking related, but how are you guys calculating the LandTable starting address for these maps? I'm trying to take a look using IDA Pro.

If you look in 1ST_READ.BIN at 160648 or 8C170648 in ida, it lists the addresses of every LandTable, 8 sections per level, 41 levels. You can find the address in that list and go to that address in the relevant stage file (assuming you've set the rom start and loading address properly). There's really not much to look at as far as the geometry goes, SALVL tells you a lot more than looking at the data does.


Sweet. Thanks a bunch. :)

I noticed that for the Chao Gardens, the key is different. But unlike the final, the key in this version is CA80000. Garden00 (Station Square garden) is pretty much identical to the final version, with textures as well. Garden01 (Egg Carrier) however...

Posted Image

For those unfamiliar:
Posted ImagePosted Image

Yeah, for some reason it's completely hollow underneath. Also you can make out a small platform for the transporters. So maybe it wasn't a test map after all? There aren't any textures for this though.

But here's the obj file for you to tinker with. I can't seem to get GARDEN02 loaded though, but the file is pretty small and only contains a ring in the object list anyway.

For those who are waiting for the object file for Windy Valley part 1, the address is 11ED8 and the key is the standard SA1 level key.

EDIT: False alarm on GARDEN02. :)

Spoiler


Download link to OBJ file. You wont need textures for this one I think.

I can't seem to get whatever's at 8c170B48 to load though. Looks like the key is CA90000 and the address is EE04, which might be the Chao Race map. But it's a different key than anything else. This is the last address in the LandTable address list as far as I can see.
This post has been edited by evilhamwizard: 23 May 2013 - 12:55 AM

#164 User is offline Glaber 

Posted 23 May 2013 - 12:59 AM

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so what we thought was chao in windy valley was really chao in a scrapped garden then?

#165 User is offline Lanzer 

Posted 23 May 2013 - 01:13 AM

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Holy Crap! 2 test levels, Windy Valley Beta, At Dawn Beta, and now the lost chao garden?!

WTF is gonna be found next is the question? the Amy mysterous pink room? the weird green cave where tails was? Sonic R/Jam assets?!

Jesus keep it coming Auto-Demo! we have been waiting for you for years!!

EDIT: already posted sorry.
This post has been edited by Lanzer: 25 May 2013 - 04:14 PM

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