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

#586 User is offline evilhamwizard 

Posted 01 March 2015 - 10:20 AM

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View PostClownacy, on 01 March 2015 - 10:15 AM, said:

View Postevilhamwizard, on 01 March 2015 - 02:01 AM, said:

2.) The classic bubble collect sfx is present! But there are no air bubbles at all in SA1...

What about those in Big's Emerald Coast?


I meant in the AutoDemo. But come to think of it, there's no sound when Big collects one is there?

EDIT: It turns out the classic "Sonic gets hit" sound is used in the AutoDemo but only when he dies? Sonic doesn't really drown in the AutoDemo either. The AutoDemo will quickly display a count down, but there's no drowning jingle or animation when Sonic drowns. The sound effect I found isn't used either...
EDIT2: Ack scratch that, the air bubbles are in the AutoDemo for Big's Emerald Coast. They still don't make a sound when you collect them though. In fact a lot of the sounds present are like that. The sound effects for the menus and such are present but they aren't used here yet.
This post has been edited by evilhamwizard: 01 March 2015 - 10:42 AM

#587 User is offline Diablohead 

Posted 02 March 2015 - 08:48 AM

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The old lightspeed attack looks so weird, placeholder or not it's too slow and I'm glad it's not what we got.

#588 User is offline OKei 

Posted 03 March 2015 - 07:03 PM

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View Postevilhamwizard, on 01 March 2015 - 02:01 AM, said:

Time to bring this thread back from the dead once again.

I attempted to extract all the sound effects from the AutoDemo. The game keeps it's sound effects in the .MLT files, which you can extract and convert to dsfmini/dsflib files. The MLT files themselves hold multiple banks which seem to correlate to their use, although not every MLT file uses all banks:

Bank 0x0 - General player action sound effects (ring sfx, jump sfx, etc - this is duplicated a lot)
Bank 0x1 - Area specific sound effects (objects mostly)
Bank 0x2 - More general player action sounds (seem to be meant for general objects the player interacts with and other things, like item boxes and brushing up against bushes)
Bank 0x3 - Player action sound effects (the P_* files)
Bank 0x4 - Enemy sfx
Bank 0x5 - Ambient/Environmental sound effects
Bank 0x6 - Cutscene specific sound effects, used by the E_#### files. Also contains player action voices.

I extracted the MLT files using dsfmake (for extracting), dsftime for timing/fade correction, and dsfsndext for figuring out how many banks each MLT had. For some reason, the script doesn't like the AutoDemo's MANATEE.DRV, so I used the final's MANATEE.DRV instead and I was able to get most of the sound effects out. There are still some that can't be played for some reason, but a good chunk of them play at least.

Some interesting things to note:
1.) Even though the AutoDemo uses the ring sound effect when rescuing an animal, the sound effect for collecting one exists but isn't used (it seems different too).
2.) The classic bubble collect sfx is present! But there are no air bubbles at all in SA1...
3.) Likewise, the classic drowning sfx is also present! In the final they just use voice acting. (Does anyone know what happens when a character drowns in the AutoDemo? Can they drown?)
4.) The classic sound effect for losing a shield (the generic hit sound that doesn't involve losing rings) is present but not used.
5.) The Chao voices are all in ALIFE Bank 1. There are some Chao voices for actions the Chao can't seem to do in the AutoDemo. The bank also includes all the animal sound effects plus some other weird mysterious stuff.
6.) Even though most of the level assets aren't present the sound effect files for Sky Deck, and Chaos 0/2/4 still exist. TARGET.MLT is Sky Chase I think?

That's pretty much all I could see from going through everything once. You can download the dsfmini/mp3/mlt files here. Some of the sound effects might not be playing at the right rate, but some of them sound fine. Now we just need to directly compare these with the final version to see how many really are different...
Finally, some high quality SA1 sound effects I can use for my phone. Its also pretty interesting seeing that Red Mountain was originally called Dry Mountain in development, as the internal files indicate.

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