As if the Sonic Adventure prototype wasn't enough ;p [Disc Scan] [Back Cover Scan] Download DC Sonic Adventure 2 Pre-Release (2001-05-03) - Shop Trial (JUE) BIN Download DC Sonic Adventure 2 Pre-Release (2001-05-03) - Shop Trial (JUE) ISO Sonic Adventure 2's release in Japan - Build Date: 2001-05-29 / Public Release Date: 2001-06-23 26 days before the build date of Sonic Adventure 2's release in Japan. Not too long ago I was looking up information on a Saturn game on this one site called "Segagaga Domain" and decided to browse through the Dreamcast section. That's when I stumbled upon this [Sonic Adventure 2 The Trial UNRELEASED]. By this point, I was intrigued. It sounded potentially pre-release like. There was of course no dump of this at the time. We didn't have any information about this Taikenban disc on our database until recently. In the process of trying to find a copy of this disc, I came across many things. One of them being that Japanese promotion disc of Sonic Adventure containing a prototype version of the game. I didn't even know of it's existence. It goes to show that some things can fall off the radar. Sometimes it's a case of people judging a book by it's cover. Taking the build date of this pre-release into consideration, there's not much in the way of differences. The menu selection is different of course (it's using the leftover stuff found in the final version). You choose either Sonic, Shadow or 2P Sonic vs. Shadow. Sonic's level is City Escape. Shadow's level is Radical Highway. Don't know what's in 2P Sonic vs. Shadow as there was no second controller set. I want to say there's something is odd about City Escape aside from Big the Cat not being there. Radical Highway looks the same (maybe it's just me). Some demonstrations don't work right even on hardware etc. Unlike my previous Sonic prototype topics, I hoping to establish a potential small donation this time around. It's not required but greatly appreciated as it helps with the Sonic prototype findings; it's one of the things I do as a Researcher on Retro. Case in point, that Sonic Advance 2 in the prototype cart MSX bought off me; that really came inhandy in more ways than one. Please PM me if you would like to make a donation =) I'll leave you all to tear this apart now. I'll be posting other things throughout the topic. Enjoy! GerbilEdit®: Mirrored the disc images to my server to reduce bandwidth usage on Retro.
Great find! I can't wait to see this torn apart. I suspect the biggest differences won't be visible by playing, but by hacking. I certainly hope so, anyway, as there could potentially be some really exciting leftovers hidden in here.
Here's the game's file list which you can easily find using a Hex viewer. Spoiler'd for size. Spoiler 0GDTEX.PVR 1ST_READ.BIN ADVERTISE.PRS ADVSHAREDATA.PRS ADVSNG_1.ADX ADVSNG_2.ADX ADVSNG_3.ADX ADVSNG_4.ADX ADVSNG_5.ADX ALERTTITLE.PRS ALPHATITLE.PRS AL_PANEL.PRS B03_EW.MPB B03_EWE.MPB B03_KN.MPB B03_KNE.MPB B03_RG.MPB B03_RGE.MPB B03_SD.MPB B03_SDE.MPB B03_SN.MPB B03_SNE.MPB B03_SS2P.MPB B03_SS2PE.MPB B03_TW.MPB B03_TWE.MPB BGTEX03.PRS BGTEX13.PRS BGTEX14.PRS BGTEX18.PRS BGTEX21.PRS BGTEX44.PRS BSPLASH.PRS BSPLASHDL.PRS BSPLASHLB1.PRS CEBAR_BODY_UVD.PRS CETRUCK_BUMP__UVD.PRS CETRUCK_GLASS2__UVD.PRS CETRUCK_GLASS3__UVD.PRS CETRUCK_GLASS__UVD.PRS CHAOSDRIVE_TEX.PRS CITY_ESCAPE.PRS CONSOLE.PRS CONTINUE.ADX C_ESCAP1.ADX C_ESCAP2.ADX C_ESCAP3.ADX DEMO09.PRS DEMO13.PRS DEMO14.PRS DEMO16.PRS DEMO18.PRS DEMO21.PRS D_LAGOON.ADX E350_SNG.ADX EFFTEX_COMMON.PRS EFMSGFONT_ASCII24E.BIN EFMSGFONT_ASCII24S.BIN EFMSGFONT_KANJI24.BIN EH0016E.PRS EH0016F.PRS EH0016G.PRS EH0016J.PRS EH0016S.PRS EH0018E.PRS EH0018F.PRS EH0018G.PRS EH0018J.PRS EH0018S.PRS EVENT EVENT.PRS EVENT_ADX.AFS EVENT_ADX_E.AFS EWALKMDL.PRS EWALKMTN.PRS EWALKTEX.PRS E_AITEX.PRS E_BOMTEX.PRS E_BULTEX.PRS E_B_KUMITEX.PRS E_CAPTEX.PRS E_EMITEX.PRS E_EXPTEX.PRS E_E_KUMITEX.PRS E_GOLDTEX.PRS E_G_KUMITEX.PRS E_KUMITEX.PRS E_KYOKOTEX.PRS E_LASTEX.PRS E_LTEX.PRS E_NAMITEX.PRS E_PATHKUMITEX.PRS E_PATHKYOKOTEX.PRS E_SHOTEX.PRS E_S_KUMITEX.PRS E_T_EMITEX.PRS FORCUS.PRS GAME2PTEX.PRS GREENFOREST.PRS G_FORES.ADX HIGHWAY.PRS INVNCIBL.ADX ITEM_GET.ADX JET1.PVR KGAMETEX.PRS KNUCKMDL.PRS KNUCKMTN.PRS KNUCKTEX.PRS K_EFFTEX.PRS LANDTX03.PRS LANDTX03_SUIMEN.PRS LANDTX09.PRS LANDTX13.PRS LANDTX14.PRS LANDTX16.PRS LANDTX18.PRS LANDTX21.PRS LEVELUP_LIGHT_UVD.PRS LEVUPDAI_THTEX.PRS LEVUPDAI_TMTEX.PRS MAINMENU.PRS MANATEE.DRV MENU.PRS MH0003E.PRS MH0003F.PRS MH0003G.PRS MH0003J.PRS MH0003S.PRS MH0009E.PRS MH0009F.PRS MH0009G.PRS MH0009J.PRS MH0009S.PRS MH0013E.PRS MH0013F.PRS MH0013G.PRS MH0013J.PRS MH0013S.PRS MH0014E.PRS MH0014F.PRS MH0014G.PRS MH0014J.PRS MH0014S.PRS MH0016E.PRS MH0016F.PRS MH0016G.PRS MH0016J.PRS MH0016S.PRS MH0018E.PRS MH0018F.PRS MH0018G.PRS MH0018J.PRS MH0018S.PRS MH0021E.PRS MH0021F.PRS MH0021G.PRS MH0021J.PRS MH0021S.PRS MHSYSE.PRS MHSYSF.PRS MHSYSG.PRS MHSYSJ.PRS MHSYSS.PRS MINIMAL_ARA.PRS MINIMAL_BATMAN.PRS MINIMAL_BONE.PRS MINIMAL_CHIT.PRS MINIMAL_DRA.PRS MINIMAL_GOMA.PRS MINIMAL_GORI.PRS MINIMAL_HAN.PRS MINIMAL_INO.PRS MINIMAL_KON.PRS MINIMAL_KUJA.PRS MINIMAL_KUMA.PRS MINIMAL_OUM.PRS MINIMAL_PEN.PRS MINIMAL_PHEN.PRS MINIMAL_RAKO.PRS MINIMAL_SHEP.PRS MINIMAL_SKA.PRS MINIMAL_TORA.PRS MINIMAL_UNI.PRS MINIMAL_USA.PRS MISSION.PRS MISSIONE.PRS MISSIONF.PRS MISSIONG.PRS MISSIONJ.PRS MISSIONS.PRS MISSIONTEX_SH.PRS MISSIONTEX_SH2.PRS MISSIONTEX_SO.PRS MISSIONTEX_SO2.PRS NEWMENU.PRS OBJTEX_COMMON.PRS OBJTEX_STG03.PRS OBJTEX_STG09.PRS OBJTEX_STG13.PRS OBJTEX_STG14.PRS OBJTEX_STG16.PRS OBJTEX_STG18.PRS OBJTEX_STG21.PRS ONE_UP.ADX OTHERPRINT.PRS PLCOMMTN.PRS PRESSSTART.PRS P_LANE.ADX RESULT.PRS RNDCLEAR.ADX ROUGEMDL.PRS ROUGEMTN.PRS ROUGETEX.PRS R_EFFTEX.PRS R_HWY.ADX SCREENEFFECT.PRS SEGALOGO.PRS SET0003_2P_S.BIN SET0003_2P_U.BIN SET0003_S.BIN SET0003_U.BIN SET0009_S.BIN SET0009_U.BIN SET0013_S.BIN SET0013_U.BIN SET0014_2P_S.BIN SET0014_2P_U.BIN SET0014_S.BIN SET0014_U.BIN SET0016_S.BIN SET0016_U.BIN SET0018_S.BIN SET0018_U.BIN SET0021_S.BIN SET0021_U.BIN SE_AC_CE.PRS SE_AC_DL.PRS SE_AC_GF.PRS SE_AC_PL.PRS SE_AC_RH.PRS SE_AC_SO.PRS SE_AC_WC.PRS SE_CH_KR.PRS SE_CH_SS.PRS SE_CH_TE.PRS SE_CH_WK.PRS SH_EFFTEX.PRS SOCEAN_NC_MBZI_YUKAI_BK_UVD.PRS SONICMDL.PRS SONICMTN.PRS SONICTEX.PRS SPEEDUP.ADX STAFFROLL.PRS STG03.PRS STG03CAM.PRS STG03_LIGHT.BIN STG09.PRS STG09CAM.PRS STG09_FOG.BIN STG09_LIGHT.BIN STG13.PRS STG13CAM.PRS STG13_FOG.BIN STG13_LIGHT.BIN STG14.PRS STG14CAM.PRS STG14_LIGHT.BIN STG16.PRS STG16CAM.PRS STG16_LIGHT.BIN STG18.PRS STG18CAM.PRS STG18_FOG.BIN STG18_FOGB.BIN STG18_LIGHT.BIN STG18_SUIMENANIM.PRS STG21.PRS STG21CAM.PRS STG21_FIRE.PRS STG21_FOG.BIN STG21_LIGHT.BIN STG21_RYUUSA.PRS STG_TITLE03.PRS STG_TITLE13.PRS STG_TITLE14.PRS ST_C20.PVR S_EFFTEX.PRS S_OCEAN.ADX T9_EGGMA.ADX T9_KNUCK.ADX T9_MILES.ADX T9_ROUGE.ADX T9_SHADO.ADX T9_SONIC.ADX TAILS_PRISON.PRS TENTOENDING.PRS TERIOSMDL.PRS TERIOSMTN.PRS TERIOSTEX.PRS TEXT_E.PRS TEXT_F.PRS TEXT_G.PRS TEXT_J.PRS TEXT_S.PRS TIMER.ADX TITLE.ADX TVSETTING.PRS TWALKMDL.PRS TWALKMTN.PRS TWALKTEX.PRS TWOPVS.PRS TWOPVSBG.PRS WALKTEX.PRS WATER.PRS WATERTEX_BOSSLAST1.PRS W_CANYON.ADX ZANKI_EGG1.PVR ZANKI_EGG2.PVR ZANKI_KNUCKLE.PVR ZANKI_ROUGE.PVR ZANKI_SHADOW.PVR ZANKI_SONIC.PVR ZANKI_TAILS.PVR
Dreamcast games use standard ISO-9660, but with a multisession offset (usually 45,000 sectors). In order to mount this on Linux, you'd need to add 45,000 sectors worth of padding to the beginning of the image (45,000 * 2,048 bytes == 92,160,000 bytes), and then mount using sbsector: Code (Text): mount -o loop,sbsector=45000 dc-img.iso dc-img/ I'll try this out when I get home.
Interesting that there are references to both Shadow and Terios. Are there still references in the final retail version about Terios, or were they all replaced with Shadow later? Had they just not bothered at this point in dev?
Did you get this from segagaga? I remember this being pointed out before. The back cover has a typo in Sonics name.
Here's the music: https://www.dropbox.com/sh/9hajv8m3eo63zol/mUoeguNhZp?v=1swn- I didn't notice any differences, though.
ETA: N/M, answered my own question. Reserved post until I find something. Sad, I think you're right on the music.
The music is different. These are slightly edited mixes, especially Shadow's theme, but were likely made from the finished versions. Jun Senoue in February of 2002: Anyways very cool!
I found the level and character addresses for cheat engine. 2C248F44 Controls the current level. The only ones I could get to load were Green forest (Value 03), Prison Lane (09), City Escape (13), Radical Highway (14), Wild Canyon (16), Dry Lagoon (18), and Sand Ocean (21). Trying to play any other level leads to emulator crash or the game locking up on the menu. If you select Sonic vs Shadow it loads up an empty level with a few parts of Sonic and Shadow's models. They pose and say their battle quotes then the emulator crashes (Except a few levels I don't remember right off hand... They just crash right away). The Character Address is 2C248F4C for first player, and 2C248F50 for the second player. The values are 0 - Sonic 1 - Shadow 2 - Instant Crash (Mechless Tails in the final) 3 - Attempts to load title card, then freeze (Mechless Eggman in the final) 4 - Knuckles 5 - Rouge 6 - Mech Tails 7 - Mech Eggman The next set of values all freeze up the game before they load the Sonic and Shadow load up title cards. I was only able to identify the rest through the LCD they load up 8 - Amy 9 - Sonic 10 - Shadow 11 - Amy 12 - Metal 13 - Chao 14 - Big 15 - Tikal 16 - Chaos 0 I believe that the mechless characters need a certain code to load (like in the final), but I am unsure of what that is. Out of all of this I found pretty much nothing. I didn't notice much differences from the final. Besides maybe a life box replacing a power up, and characters starting with a power up (I.E. Knuckles and Rouge can already dig, Eggman and Tails already have their hover ability). The most interesting thing I found was Sand ocean. When loading it up as Eggman he spawns under the platform and dies. In the top left corner there is a debug flame counter. It has random values and I am unsure of what it does. After Eggman respawns the level plays like normal, except it doesn't have any music. Any other character in Sand Ocean spawns under the ground with smoke and sparks coming out of their head. They are completely stuck in the quicksand and die. I tested characters in other levels (Besides Green forest, I forgot it exists ok? :P) Speed characters (Sonic) load up fine in Wild canyon and Prison Lane. When they load in Dry Lagoon they spawn under the turtle and fall through the ground. You can avoid this in 2 player mode (Characters are pushed away from that spot.) In 2 player in Sand Ocean Sonic (Player 1) spawns underground in a grinding position and grinds downwards, Shadow (Player 2) spawns in a standing pose and dies nonstop. Sonic can't jump off the rail. Hunter characters (Knuckles) load up fine in Radical Highway (With some gliding to get to the level). Upon loading anywhere else, besides Sand Ocean) they just fly away at super high speeds and die. If the first player is a hunter character the emerald radar loads up. It is exactly the same as in the final. Shooting characters (Eggman) load up fine in City Escape, Radical Highway, Wild Canyon, Dry Lagoon and Sand Ocean. There is absolutely no problems playing as a shooting character. You are required to float around to get to the main stage for City Escape and Radical Highway. I haven't found anything else really interesting. I believe this prototype is pretty much almost finished... Edit: After seeing the object list Orengefox posted there is pretty much nothing left in game besides what I found. (I.E. SET data for only the levels I found.) I guess Sega just cleared out everything that wasn't going to be in the prerelease. I suppose that the hunters and shooters were going to be playable in the prerelease as well, but they were removed.
No idea if this was already known, but that list seems to hint towards Amy being planned as a 1-player character even after the Mech characters had already been implemented.
Amy's character ID being 8 (same as in final) is a bit odd, but it doesn't mean she was meant to be a 1P character. It crashes probably because it didn't load anything for the main character.
I'm saying it seems to hint at it because there's 2 different IDs for those characters with different behaviors in the 1-player and Vs. modes (Sonic and Shadow and their attacks) and for Amy. That's assuming that the Vs. mode reuses the 1-player characters for the hunting and shooting levels.
You mean Sonic and Shadow? Those IDs are actually for Super Sonic and Super Shadow, who use the same icons as Sonic and Shadow.
Slightly off-topic, but is "Sonic Adventure 2: The Trial" the earliest known prototype of SA2? I'm aware this one is neither the earliest nor the latest, but I don't know where The Trial stands.
Either it is the earliest one we have, or prototype; 2000-11-28 is (They are pretty much identical). I think this one stands as an unpolished version of the preview version.
Would be nice to snag a copy of SA2 where it's still just the original main three playable characters. You know, where this footage is from: http://www.youtube.com/watch?v=xmbnZa9H6go
If you look Sonic doesn't have his soap shoes in this trailer, The Trail (The other one) is built around this trailer so there is a chance that there is still some data on it. I don't remember if anyone ever disassembled the trail and looked at the files in there.